• octanerender, blender, trazado de bordes, estilización, herramientas gratuitas, Lino Grandi, toon-shading, geometría, material personalizable

    ---

    #### Introducción

    Si eres un artista digital y sientes que tus renders de Blender necesitan un toque de auténtica magia de caricatura, ¡tenemos una noticia que te hará saltar de alegría! Lino Grandi ha lanzado un kit de herramientas gratuito para OctaneRender que te permitirá trazar bordes de forma estilizada. ¿Por qué seguir luchando con métodos an...
    octanerender, blender, trazado de bordes, estilización, herramientas gratuitas, Lino Grandi, toon-shading, geometría, material personalizable --- #### Introducción Si eres un artista digital y sientes que tus renders de Blender necesitan un toque de auténtica magia de caricatura, ¡tenemos una noticia que te hará saltar de alegría! Lino Grandi ha lanzado un kit de herramientas gratuito para OctaneRender que te permitirá trazar bordes de forma estilizada. ¿Por qué seguir luchando con métodos an...
    ### Kit de Herramientas Gratuito para Trazado de Bordes en OctaneRender y Blender: ¡El Sueño de Todo Artista!
    octanerender, blender, trazado de bordes, estilización, herramientas gratuitas, Lino Grandi, toon-shading, geometría, material personalizable --- #### Introducción Si eres un artista digital y sientes que tus renders de Blender necesitan un toque de auténtica magia de caricatura, ¡tenemos una noticia que te hará saltar de alegría! Lino Grandi ha lanzado un kit de herramientas gratuito para...
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  • In the vast expanse of creativity, I often find myself alone, surrounded by shadows of unfulfilled dreams. The vibrant colors of my imagination fade into a dull gray, as I watch my visions slip away like sand through my fingers. I had hoped to bring them to life with OctaneRender, to see them dance in the light, but here I am, caught in a cycle of despair and doubt.

    Each time I sit down to create, the weight of my solitude presses heavily on my chest. The render times stretch endlessly, echoing the silence in my heart. I yearn for connection, for a space where my ideas can soar, yet I feel trapped in a void, unable to reach the heights I once envisioned. The powerful capabilities of iRender promise to transform my work, but the thought of waiting, of watching others thrive while I remain stagnant, fills me with a profound sense of loss.

    I scroll through my feeds, witnessing the success of others, and I can’t help but wonder: why can’t I find that same spark? The affordable GPU rendering solutions offered by iRender seem like a lifeline, yet the doubt lingers like a shadow, whispering that I am not meant for this world of creativity. I see the beauty in others' work, and it crushes me to think that I may never experience that joy.

    Every failed attempt feels like a dagger, piercing through the fragile veil of hope I’ve woven for myself. I long to create, to render my dreams into reality, but the fear of inadequacy holds me back. What if I take the leap and still fall short? The thought paralyzes me, leaving me in an endless loop of hesitation.

    It’s as if the universe conspires to remind me of my solitude, of the walls I’ve built around my heart. Even with the promise of advanced technology and a supportive render farm, I find myself questioning if I am worthy of the journey. Each day, I wake up with the same yearning, the same ache for connection and creativity. Yet, the fear of failure looms larger than my desire to create.

    I write these words in the hope that someone, somewhere, will understand this pain—the ache of being an artist in a world that feels so vast and empty. I cling to the possibility that one day, I will find solace in my creations, that iRender might just be the bridge between my dreams and reality. Until then, I remain in this silence, battling the loneliness that creeps in like an unwelcome guest.

    #ArtistryInIsolation
    #LonelyCreativity
    #iRenderHope
    #OctaneRenderStruggles
    #SilentDreams
    In the vast expanse of creativity, I often find myself alone, surrounded by shadows of unfulfilled dreams. The vibrant colors of my imagination fade into a dull gray, as I watch my visions slip away like sand through my fingers. I had hoped to bring them to life with OctaneRender, to see them dance in the light, but here I am, caught in a cycle of despair and doubt. Each time I sit down to create, the weight of my solitude presses heavily on my chest. The render times stretch endlessly, echoing the silence in my heart. I yearn for connection, for a space where my ideas can soar, yet I feel trapped in a void, unable to reach the heights I once envisioned. The powerful capabilities of iRender promise to transform my work, but the thought of waiting, of watching others thrive while I remain stagnant, fills me with a profound sense of loss. I scroll through my feeds, witnessing the success of others, and I can’t help but wonder: why can’t I find that same spark? The affordable GPU rendering solutions offered by iRender seem like a lifeline, yet the doubt lingers like a shadow, whispering that I am not meant for this world of creativity. I see the beauty in others' work, and it crushes me to think that I may never experience that joy. Every failed attempt feels like a dagger, piercing through the fragile veil of hope I’ve woven for myself. I long to create, to render my dreams into reality, but the fear of inadequacy holds me back. What if I take the leap and still fall short? The thought paralyzes me, leaving me in an endless loop of hesitation. It’s as if the universe conspires to remind me of my solitude, of the walls I’ve built around my heart. Even with the promise of advanced technology and a supportive render farm, I find myself questioning if I am worthy of the journey. Each day, I wake up with the same yearning, the same ache for connection and creativity. Yet, the fear of failure looms larger than my desire to create. I write these words in the hope that someone, somewhere, will understand this pain—the ache of being an artist in a world that feels so vast and empty. I cling to the possibility that one day, I will find solace in my creations, that iRender might just be the bridge between my dreams and reality. Until then, I remain in this silence, battling the loneliness that creeps in like an unwelcome guest. #ArtistryInIsolation #LonelyCreativity #iRenderHope #OctaneRenderStruggles #SilentDreams
    iRender: the next-gen render farm for OctaneRender
    [Sponsored] Online render farm iRender explains why its powerful, affordable GPU rendering solutions are a must for OctaneRender users.
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  • fxpodcast: Landman’s special effects and explosions with Garry Elmendorf

    Garry Elmendorf isn’t just a special effects supervisor, he’s a master of controlled chaos. With over 50 years in the business, from Logan’s Run in the ’70s to the high-octane worlds of Yellowstone, 1883, 1923, and Landman. Elmendorf has shaped the visual DNA of Taylor Sheridan’s TV empire with a mix of old-school craft and jaw-dropping spectacle. In the latest fxpodcast, Garry joins us to break down the physical effects work behind some of the most explosive moments in Landman.
    As regular listeners know, we occasionally conduct interviews with individuals working in SFX, rather than with VFX. Garry’s work is not the kind of work that’s built in post and his approach is grounded in real-world physics, practical fabrication, and deeply collaborative on-set discipline. Take the aircraft crash in Landman’s premiere: there was no CGI here, other than comp cleanup. It was shot with just a Frankenstein plane built from scrap, rigged with trip triggers and detonated in real time.
    Or the massive oil rig explosion, which involved custom pump jacks, 2,000 gallons of burning diesel and gasoline, propane cannons, and tightly timed pyro rigs. The scale is cinematic. Safety, Garry insists, is always his first concern, but what keeps him up at night is timing. One mistimed trigger, one failed ignition, and the shot is ruined.

    In our conversation, Garry shares incredible behind-the-scenes insights into how these sequences are devised, tested, and executed, whether it’s launching a van skyward via an air cannon or walking Billy Bob Thornton within 40 feet of a roaring fireball. There’s a tactile intensity to his work, and a trust among his crew that only comes from decades of working under pressure. From assembling a crashable aircraft out of mismatched parts to rigging oil rig explosions with precise control over flame size, duration, and safety, his work is rooted in mechanical problem-solving and coordination across departments.

    In Landman, whether coordinating multiple fuel types to achieve specific smoke density or calculating safe clearances for actors and crew around high-temperature pyrotechnics, Elmendorf’s contribution reflects a commitment to realism and repeatability on set. The result is a series where the physicality of explosions, crashes, and fire-driven action carries weight, both in terms of production logistics and visual impact.

    Listen to the full interview on the fxpodcast.
    #fxpodcast #landmans #special #effects #explosions
    fxpodcast: Landman’s special effects and explosions with Garry Elmendorf
    Garry Elmendorf isn’t just a special effects supervisor, he’s a master of controlled chaos. With over 50 years in the business, from Logan’s Run in the ’70s to the high-octane worlds of Yellowstone, 1883, 1923, and Landman. Elmendorf has shaped the visual DNA of Taylor Sheridan’s TV empire with a mix of old-school craft and jaw-dropping spectacle. In the latest fxpodcast, Garry joins us to break down the physical effects work behind some of the most explosive moments in Landman. As regular listeners know, we occasionally conduct interviews with individuals working in SFX, rather than with VFX. Garry’s work is not the kind of work that’s built in post and his approach is grounded in real-world physics, practical fabrication, and deeply collaborative on-set discipline. Take the aircraft crash in Landman’s premiere: there was no CGI here, other than comp cleanup. It was shot with just a Frankenstein plane built from scrap, rigged with trip triggers and detonated in real time. Or the massive oil rig explosion, which involved custom pump jacks, 2,000 gallons of burning diesel and gasoline, propane cannons, and tightly timed pyro rigs. The scale is cinematic. Safety, Garry insists, is always his first concern, but what keeps him up at night is timing. One mistimed trigger, one failed ignition, and the shot is ruined. In our conversation, Garry shares incredible behind-the-scenes insights into how these sequences are devised, tested, and executed, whether it’s launching a van skyward via an air cannon or walking Billy Bob Thornton within 40 feet of a roaring fireball. There’s a tactile intensity to his work, and a trust among his crew that only comes from decades of working under pressure. From assembling a crashable aircraft out of mismatched parts to rigging oil rig explosions with precise control over flame size, duration, and safety, his work is rooted in mechanical problem-solving and coordination across departments. In Landman, whether coordinating multiple fuel types to achieve specific smoke density or calculating safe clearances for actors and crew around high-temperature pyrotechnics, Elmendorf’s contribution reflects a commitment to realism and repeatability on set. The result is a series where the physicality of explosions, crashes, and fire-driven action carries weight, both in terms of production logistics and visual impact. Listen to the full interview on the fxpodcast. #fxpodcast #landmans #special #effects #explosions
    WWW.FXGUIDE.COM
    fxpodcast: Landman’s special effects and explosions with Garry Elmendorf
    Garry Elmendorf isn’t just a special effects supervisor, he’s a master of controlled chaos. With over 50 years in the business, from Logan’s Run in the ’70s to the high-octane worlds of Yellowstone, 1883, 1923, and Landman. Elmendorf has shaped the visual DNA of Taylor Sheridan’s TV empire with a mix of old-school craft and jaw-dropping spectacle. In the latest fxpodcast, Garry joins us to break down the physical effects work behind some of the most explosive moments in Landman. As regular listeners know, we occasionally conduct interviews with individuals working in SFX, rather than with VFX. Garry’s work is not the kind of work that’s built in post and his approach is grounded in real-world physics, practical fabrication, and deeply collaborative on-set discipline. Take the aircraft crash in Landman’s premiere: there was no CGI here, other than comp cleanup. It was shot with just a Frankenstein plane built from scrap, rigged with trip triggers and detonated in real time. Or the massive oil rig explosion, which involved custom pump jacks, 2,000 gallons of burning diesel and gasoline, propane cannons, and tightly timed pyro rigs. The scale is cinematic. Safety, Garry insists, is always his first concern, but what keeps him up at night is timing. One mistimed trigger, one failed ignition, and the shot is ruined. In our conversation, Garry shares incredible behind-the-scenes insights into how these sequences are devised, tested, and executed, whether it’s launching a van skyward via an air cannon or walking Billy Bob Thornton within 40 feet of a roaring fireball. There’s a tactile intensity to his work, and a trust among his crew that only comes from decades of working under pressure. From assembling a crashable aircraft out of mismatched parts to rigging oil rig explosions with precise control over flame size, duration, and safety, his work is rooted in mechanical problem-solving and coordination across departments. In Landman, whether coordinating multiple fuel types to achieve specific smoke density or calculating safe clearances for actors and crew around high-temperature pyrotechnics, Elmendorf’s contribution reflects a commitment to realism and repeatability on set. The result is a series where the physicality of explosions, crashes, and fire-driven action carries weight, both in terms of production logistics and visual impact. Listen to the full interview on the fxpodcast.
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  • Tutorial: Practical Lighting for Production

    Saturday, June 14th, 2025
    Posted by Jim Thacker
    Tutorial: Practical Lighting for Production

    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" ";

    The Gnomon Workshop has released Practical Lighting for Production, a guide to VFX and cinematics workflows recorded by former Blizzard lighting lead Graham Cunningham.
    The intermediate-level workshop provides four hours of training in Maya, Arnold and Nuke.
    Discover professional workflows for lighting a CG shot to match a movie reference
    In the workshop, Cunningham sets out the complete process of lighting and compositing a shot to match a movie reference, using industry-standard software.
    He begins by setting up a basic look development light rig in Maya, importing a 3D character, assigning materials and shading components, and creating a turntable setup.
    Next, he creates a shot camera and set dresses the environment using kitbash assets.
    Cunningham also discusses strategies for lighting a character, including how to use dome lights and area lights to provide key, fill and rim lighting, and how to use HDRI maps.
    From there, he moves to rendering using Arnold, discussing render settings, depth of field, and how to create render passes.
    Cunningham then assembles the render passes in Nuke, splits out the light AOVs, and sets out how to adjust light colors and intensities.
    He also reveals how to add atmosphere, how to use cryptomattes to fine tune the results, how to add post effects, and how to apply a final color grade to match a chosen movie reference.
    As well as the tutorial videos, viewers of the workshop can download one of Cunningham’s Maya files.
    The workshop uses 3D Scan Store’s commercial Female Explorer Game Character, and KitBash3D’s Wreckage Kit, plus assets from KitBash3D’s Cargo.
    About the artist
    Graham Cunningham is a Senior Lighting, Compositing and Lookdev Artist, beginning his career as a generalist working in VFX for film and TV before moving to Blizzard Entertainment.
    At Blizzard, he contributed to cinematics for Diablo IV, Diablo Immortal, Starcraft II, Heroes of the Storm, World of Warcraft, Overwatch, and Overwatch 2, many of them as a lead lighting artist.
    Pricing and availability
    Practical Lighting for Production is available via a subscription to The Gnomon Workshop, which provides access to over 300 tutorials.
    Subscriptions cost /month or /year. Free trials are available.
    about Practical Lighting for Production on The Gnomon Workshop’s website

    Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.
    Full disclosure: CG Channel is owned by Gnomon.

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    Tutorial: Practical Lighting for Production
    Master professional CG lighting workflows with former Blizzard lighting lead Graham Cunningham's tutorial for The Gnomon Workshop.
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    iRender: the next-gen render farm for OctaneRenderOnline render farm iRender explains why its powerful, affordable GPU rendering solutions are a must for OctaneRender users.
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    Discover how to create game environments grounded in architectural principles with The Gnomon Workshop's new tutorial.
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    Older Posts
    #tutorial #practical #lighting #production
    Tutorial: Practical Lighting for Production
    Saturday, June 14th, 2025 Posted by Jim Thacker Tutorial: Practical Lighting for Production html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "; The Gnomon Workshop has released Practical Lighting for Production, a guide to VFX and cinematics workflows recorded by former Blizzard lighting lead Graham Cunningham. The intermediate-level workshop provides four hours of training in Maya, Arnold and Nuke. Discover professional workflows for lighting a CG shot to match a movie reference In the workshop, Cunningham sets out the complete process of lighting and compositing a shot to match a movie reference, using industry-standard software. He begins by setting up a basic look development light rig in Maya, importing a 3D character, assigning materials and shading components, and creating a turntable setup. Next, he creates a shot camera and set dresses the environment using kitbash assets. Cunningham also discusses strategies for lighting a character, including how to use dome lights and area lights to provide key, fill and rim lighting, and how to use HDRI maps. From there, he moves to rendering using Arnold, discussing render settings, depth of field, and how to create render passes. Cunningham then assembles the render passes in Nuke, splits out the light AOVs, and sets out how to adjust light colors and intensities. He also reveals how to add atmosphere, how to use cryptomattes to fine tune the results, how to add post effects, and how to apply a final color grade to match a chosen movie reference. As well as the tutorial videos, viewers of the workshop can download one of Cunningham’s Maya files. The workshop uses 3D Scan Store’s commercial Female Explorer Game Character, and KitBash3D’s Wreckage Kit, plus assets from KitBash3D’s Cargo. About the artist Graham Cunningham is a Senior Lighting, Compositing and Lookdev Artist, beginning his career as a generalist working in VFX for film and TV before moving to Blizzard Entertainment. At Blizzard, he contributed to cinematics for Diablo IV, Diablo Immortal, Starcraft II, Heroes of the Storm, World of Warcraft, Overwatch, and Overwatch 2, many of them as a lead lighting artist. Pricing and availability Practical Lighting for Production is available via a subscription to The Gnomon Workshop, which provides access to over 300 tutorials. Subscriptions cost /month or /year. Free trials are available. about Practical Lighting for Production on The Gnomon Workshop’s website Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects. Full disclosure: CG Channel is owned by Gnomon. Latest News DreamWorks Animation releases MoonRay 2.15 Check out the new features in the open-source release of DreamWorks Animation's production renderer. used on movies like The Wild Robot. Sunday, June 15th, 2025 Tutorial: Practical Lighting for Production Master professional CG lighting workflows with former Blizzard lighting lead Graham Cunningham's tutorial for The Gnomon Workshop. Saturday, June 14th, 2025 Boris FX releases Mocha Pro 2025.5 Planar tracking tool gets new AI face recognition system for automatically obscuring identities in footage. Check out its other new features. Friday, June 13th, 2025 Leopoly adds voxel sculpting to Shapelab 2025 Summer 2025 update to the VR modeling app expands the new voxel engine for blocking out 3D forms. See the other new features. Friday, June 13th, 2025 iRender: the next-gen render farm for OctaneRenderOnline render farm iRender explains why its powerful, affordable GPU rendering solutions are a must for OctaneRender users. Wednesday, June 11th, 2025 Master Architectural Design for Games using Blender & UE5 Discover how to create game environments grounded in architectural principles with The Gnomon Workshop's new tutorial. Monday, June 9th, 2025 More News Epic Games' free Live Link Face app is now available for Android Adobe launches Photoshop on Android and iPhone Sketchsoft releases Feather 1.3 Autodesk releases 3ds Max 2026.1 Autodesk adds AI animation tool MotionMaker to Maya 2026.1 You can now sell MetaHumans, or use them in Unity or Godot Epic Games to rebrand RealityCapture as RealityScan 2.0 Epic Games releases Unreal Engine 5.6 Pulze releases new network render manager RenderFlow 1.0 Xencelabs launches Pen Tablet Medium v2 Desktop edition of sculpting app Nomad enters free beta Boris FX releases Silhouette 2025 Older Posts #tutorial #practical #lighting #production
    Tutorial: Practical Lighting for Production
    Saturday, June 14th, 2025 Posted by Jim Thacker Tutorial: Practical Lighting for Production html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd" The Gnomon Workshop has released Practical Lighting for Production, a guide to VFX and cinematics workflows recorded by former Blizzard lighting lead Graham Cunningham. The intermediate-level workshop provides four hours of training in Maya, Arnold and Nuke. Discover professional workflows for lighting a CG shot to match a movie reference In the workshop, Cunningham sets out the complete process of lighting and compositing a shot to match a movie reference, using industry-standard software. He begins by setting up a basic look development light rig in Maya, importing a 3D character, assigning materials and shading components, and creating a turntable setup. Next, he creates a shot camera and set dresses the environment using kitbash assets. Cunningham also discusses strategies for lighting a character, including how to use dome lights and area lights to provide key, fill and rim lighting, and how to use HDRI maps. From there, he moves to rendering using Arnold, discussing render settings, depth of field, and how to create render passes. Cunningham then assembles the render passes in Nuke, splits out the light AOVs, and sets out how to adjust light colors and intensities. He also reveals how to add atmosphere, how to use cryptomattes to fine tune the results, how to add post effects, and how to apply a final color grade to match a chosen movie reference. As well as the tutorial videos, viewers of the workshop can download one of Cunningham’s Maya files. The workshop uses 3D Scan Store’s commercial Female Explorer Game Character, and KitBash3D’s Wreckage Kit, plus assets from KitBash3D’s Cargo. About the artist Graham Cunningham is a Senior Lighting, Compositing and Lookdev Artist, beginning his career as a generalist working in VFX for film and TV before moving to Blizzard Entertainment. At Blizzard, he contributed to cinematics for Diablo IV, Diablo Immortal, Starcraft II, Heroes of the Storm, World of Warcraft, Overwatch, and Overwatch 2, many of them as a lead lighting artist. Pricing and availability Practical Lighting for Production is available via a subscription to The Gnomon Workshop, which provides access to over 300 tutorials. Subscriptions cost $57/month or $519/year. Free trials are available. Read more about Practical Lighting for Production on The Gnomon Workshop’s website Have your say on this story by following CG Channel on Facebook, Instagram and X (formerly Twitter). As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects. Full disclosure: CG Channel is owned by Gnomon. Latest News DreamWorks Animation releases MoonRay 2.15 Check out the new features in the open-source release of DreamWorks Animation's production renderer. used on movies like The Wild Robot. Sunday, June 15th, 2025 Tutorial: Practical Lighting for Production Master professional CG lighting workflows with former Blizzard lighting lead Graham Cunningham's tutorial for The Gnomon Workshop. Saturday, June 14th, 2025 Boris FX releases Mocha Pro 2025.5 Planar tracking tool gets new AI face recognition system for automatically obscuring identities in footage. Check out its other new features. Friday, June 13th, 2025 Leopoly adds voxel sculpting to Shapelab 2025 Summer 2025 update to the VR modeling app expands the new voxel engine for blocking out 3D forms. See the other new features. Friday, June 13th, 2025 iRender: the next-gen render farm for OctaneRender [Sponsored] Online render farm iRender explains why its powerful, affordable GPU rendering solutions are a must for OctaneRender users. Wednesday, June 11th, 2025 Master Architectural Design for Games using Blender & UE5 Discover how to create game environments grounded in architectural principles with The Gnomon Workshop's new tutorial. Monday, June 9th, 2025 More News Epic Games' free Live Link Face app is now available for Android Adobe launches Photoshop on Android and iPhone Sketchsoft releases Feather 1.3 Autodesk releases 3ds Max 2026.1 Autodesk adds AI animation tool MotionMaker to Maya 2026.1 You can now sell MetaHumans, or use them in Unity or Godot Epic Games to rebrand RealityCapture as RealityScan 2.0 Epic Games releases Unreal Engine 5.6 Pulze releases new network render manager RenderFlow 1.0 Xencelabs launches Pen Tablet Medium v2 Desktop edition of sculpting app Nomad enters free beta Boris FX releases Silhouette 2025 Older Posts
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  • I played Doom: The Dark Ages for lore and only got (glorious) demon-killing vibes

    Heading into Doom: The Dark Ages, I thought the game being a prequel to the 2016 series reboot would make a good entry point for the series. Despite enjoying high-octane first-person shooters, Doom and its 2020 sequel Doom Eternal somehow never landed on my radar. So I entered The Dark Ages, something of an origin story for the Doom guy and his crusade against the forces of Hell, ready to gorge the lore and push through the series.

    After completing its roughly 10-hour, 22-chapter campaign, I can definitively say: That shit doesn’t make any sense. And it doesn’t matter. We got demons to kill.

    The Dark Ages casts you as the Slayer, a remarkable soldier who’s so much better at murdering demons than any of the human rabble you come across. Why is he the best demon murderer? Shh, demons to kill.

    Doomguy is kept in reserve by some sort of alien group called the Maykrs, chilling in a ship floating above the human-versus-demon battlefields. He’s almost like The Winter Soldier in that he’s kept as something of a prisoner in between being called upon for demon-slaying missions.

    In the early parts of the story, before he breaks free, he’s basically loaned out to techno-medieval humans as they battle against hordes of demons from Hell. Or are they aliens? Is this game set on Earth? Dude, there are demons to shotgun in the face.

    While on loan, Doomguy shows up everyone incapable of killing demons by slaying hundreds upon hundreds of them himself, sometimes just by jumping from really high up. He fights with some human kingdom in its quest to keep some MacGuffin away from some Big Bad Demon. The story takes the Slayer to Hell and also to an alien planet… maybe. Who really knows? You’ll be too busy parrying attacks with the chainsaw shield or piloting a mech suit to care.

    Its story won’t be receiving any honors come awards season, but Doom: The Dark Ages’ gameplay might. Parrying attacks and an emphasis on melee add welcome variety to the ways the Doom Slayer battles enemies, and by the end of the game, as you’ve upgraded his arsenal, you’ll truly feel like an unstoppable demon-killing machine, swapping between from the skullcrusher to the accelerator to more depending on what the situation calls for. Once the BFC — big fucking crossbow — winds up in your hands, it’s truly lights out for the demons.

    Though its plot may not matter, by the end of The Dark Ages, you’ll at least understand the fear Doomguy instills in demons after you slaughter who knows how many of them, including their leader. Doomguy’s taken over the Maykr ship, now seemingly his base of operations for his demon-slaying exploits. He’s the demons’ nightmare, their eternal enemy, their John Wick after his puppy was killed. He’s unrelenting in his quest to rid the cosmos of demons. Why again does he need to kill demons?

    Hey man, just enjoy that sweet, sweet chainsaw shield.
    #played #doom #dark #ages #lore
    I played Doom: The Dark Ages for lore and only got (glorious) demon-killing vibes
    Heading into Doom: The Dark Ages, I thought the game being a prequel to the 2016 series reboot would make a good entry point for the series. Despite enjoying high-octane first-person shooters, Doom and its 2020 sequel Doom Eternal somehow never landed on my radar. So I entered The Dark Ages, something of an origin story for the Doom guy and his crusade against the forces of Hell, ready to gorge the lore and push through the series. After completing its roughly 10-hour, 22-chapter campaign, I can definitively say: That shit doesn’t make any sense. And it doesn’t matter. We got demons to kill. The Dark Ages casts you as the Slayer, a remarkable soldier who’s so much better at murdering demons than any of the human rabble you come across. Why is he the best demon murderer? Shh, demons to kill. Doomguy is kept in reserve by some sort of alien group called the Maykrs, chilling in a ship floating above the human-versus-demon battlefields. He’s almost like The Winter Soldier in that he’s kept as something of a prisoner in between being called upon for demon-slaying missions. In the early parts of the story, before he breaks free, he’s basically loaned out to techno-medieval humans as they battle against hordes of demons from Hell. Or are they aliens? Is this game set on Earth? Dude, there are demons to shotgun in the face. While on loan, Doomguy shows up everyone incapable of killing demons by slaying hundreds upon hundreds of them himself, sometimes just by jumping from really high up. He fights with some human kingdom in its quest to keep some MacGuffin away from some Big Bad Demon. The story takes the Slayer to Hell and also to an alien planet… maybe. Who really knows? You’ll be too busy parrying attacks with the chainsaw shield or piloting a mech suit to care. Its story won’t be receiving any honors come awards season, but Doom: The Dark Ages’ gameplay might. Parrying attacks and an emphasis on melee add welcome variety to the ways the Doom Slayer battles enemies, and by the end of the game, as you’ve upgraded his arsenal, you’ll truly feel like an unstoppable demon-killing machine, swapping between from the skullcrusher to the accelerator to more depending on what the situation calls for. Once the BFC — big fucking crossbow — winds up in your hands, it’s truly lights out for the demons. Though its plot may not matter, by the end of The Dark Ages, you’ll at least understand the fear Doomguy instills in demons after you slaughter who knows how many of them, including their leader. Doomguy’s taken over the Maykr ship, now seemingly his base of operations for his demon-slaying exploits. He’s the demons’ nightmare, their eternal enemy, their John Wick after his puppy was killed. He’s unrelenting in his quest to rid the cosmos of demons. Why again does he need to kill demons? Hey man, just enjoy that sweet, sweet chainsaw shield. #played #doom #dark #ages #lore
    WWW.POLYGON.COM
    I played Doom: The Dark Ages for lore and only got (glorious) demon-killing vibes
    Heading into Doom: The Dark Ages, I thought the game being a prequel to the 2016 series reboot would make a good entry point for the series. Despite enjoying high-octane first-person shooters, Doom and its 2020 sequel Doom Eternal somehow never landed on my radar (although I will defend the so-awful-it’s-good 2005 film and its first-person-shooter sequence). So I entered The Dark Ages, something of an origin story for the Doom guy and his crusade against the forces of Hell, ready to gorge the lore and push through the series. After completing its roughly 10-hour, 22-chapter campaign, I can definitively say: That shit doesn’t make any sense. And it doesn’t matter. We got demons to kill. The Dark Ages casts you as the Slayer, a remarkable soldier who’s so much better at murdering demons than any of the human rabble you come across. Why is he the best demon murderer? Shh, demons to kill. Doomguy is kept in reserve by some sort of alien group called the Maykrs (a tragedeigh pronounced like “makers”), chilling in a ship floating above the human-versus-demon battlefields. He’s almost like The Winter Soldier in that he’s kept as something of a prisoner in between being called upon for demon-slaying missions. In the early parts of the story, before he breaks free, he’s basically loaned out to techno-medieval humans as they battle against hordes of demons from Hell. Or are they aliens? Is this game set on Earth? Dude, there are demons to shotgun in the face. While on loan, Doomguy shows up everyone incapable of killing demons by slaying hundreds upon hundreds of them himself, sometimes just by jumping from really high up (so cool). He fights with some human kingdom in its quest to keep some MacGuffin away from some Big Bad Demon. The story takes the Slayer to Hell and also to an alien planet… maybe. Who really knows? You’ll be too busy parrying attacks with the chainsaw shield or piloting a mech suit to care. Its story won’t be receiving any honors come awards season, but Doom: The Dark Ages’ gameplay might. Parrying attacks and an emphasis on melee add welcome variety to the ways the Doom Slayer battles enemies, and by the end of the game, as you’ve upgraded his arsenal, you’ll truly feel like an unstoppable demon-killing machine, swapping between from the skullcrusher to the accelerator to more depending on what the situation calls for. Once the BFC — big fucking crossbow — winds up in your hands, it’s truly lights out for the demons. Though its plot may not matter (or make a lick of sense), by the end of The Dark Ages, you’ll at least understand the fear Doomguy instills in demons after you slaughter who knows how many of them, including their leader. Doomguy’s taken over the Maykr ship, now seemingly his base of operations for his demon-slaying exploits. He’s the demons’ nightmare, their eternal enemy, their John Wick after his puppy was killed. He’s unrelenting in his quest to rid the cosmos of demons. Why again does he need to kill demons? Hey man, just enjoy that sweet, sweet chainsaw shield.
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  • Walt Disney World Finally Gets a Nighttime Parade This Summer

    With summer vacations on the horizon, Disney Experiences are popping off at their bi-coastal theme parks, Disney Cruises, and international destinations. Walt Disney World is getting a nighttime parade featuring new Pixar and Disney Animation Studios favorites, while Mickey Mouse and the Fab Five get dapper outfits to shine along with Starlight. Spooky fun is already beginning with the Disney Villains getting their own show at WDW’s Hollywood Studios and Halloween party tickets going on sale. Over at Disneyland, the 70th anniversary party is in full swing with fun festive foods and more. At Disneyland Paris, the theme park dances the summer away with a new music festival. And Disney Cruises prepares to set sail with the fleet’s newest ship in this week’s theme park news. Walt Disney World – Starlight This summer brings an all-new nighttime parade, Disney Starlight: Dream the Night Away, which will debut July 20, 2025. The Magic Kingdom Park exclusive will bring back nighttime parades to the Walt Disney World resort and will feature classic and new Disney and Pixar fandom faves along the parade route on Main Street. The sparkling floats will light up the night and of course we’re excited to see the updates to Mickey, Minnie, Donald, Goofy, and Daisy’s costumes for the summer premiere.

    Walt Disney World – Disney Villains: Unfairly Ever After There has been a need for more indoor shows as Walt Disney World’s humid summer gets underway, so why not some chilling tales from the Disney Villains to beat the heat? We’re excited to check out Disney Villains: Unfairly Ever After for a fun musical romp through villain showstoppers and more. Walt Disney World – Mickey’s Not-So-Scary Halloween Party Haunted Mansion’s Butler Broom extends the invitation for what’s sure to be a swinging wake. New this year will be a Mickey Mouse and Minnie Mouse spooky meet and greet at the Town Square Theater. For those of us with little tots, the Storybook Circus will get a “happy haunt” transformation to help the smallest of Disney fans ease into the spirit of the season—since it is Mickey’s Not-So-Scary Halloween after all. Along with popular returning faves, the event will run August 15 to October 31. Tickets here. Disney Imagineering tour of Epcot’s Moana: Journey of Water Delight in one of our favorite walkthrough attractions at Walt Disney World to keep summer visitors cool with Imagineering’s fun-fact filled behind the scenes look at Moana: Journey of Water.

    Disneyland 70th Food This summer, aside from watching all the nighttime shows and scavenger hunting with the key to Disneyland, we’ll be eating our way through the parks. Our current fave dish is the 70th celebration Mickey Waffles at Schmoozies which are like confetti cake in flavor and have a creamy strawberry center that’s not to be missed. Disneyland France – Disney Music Festival © Disneyland Paris Disneyland Paris makes a debut as a music festival destination from now until September 7 with the Disney Music Festival.

    The event will combine all genres of music with experiences inspired by Pixar and Disney Animation favorites, with hubs dedicated to various genres of music. That includes a mariachi band with Coco’s Miguel in Frontierland, jazz with Mary Poppins in Town Square, rock n’ roll with Elvis Stitch in Discoveryland, and more characters getting in on the fun. I want to know to know the story of DJ Chip and Dale, who just by the looks of their outfits look like they mean house music business. Disney Cruise – The Disney Destiny The comic book action and fairytale magic of Disney, Pixar, and Marvel heroes and villains will soon take over the Disney Destiny, the newest ship set to embark on ocean adventures in the Disney Cruise Line fleet. The Destiny will begin its trips later this year on November 20 with 4-5 night cruises taking off from the port of Fort Lauderdale to the Bahamas and Western Caribbean. We’re excited for the ship’s epic looking Hercules show and the gorgon battle teased in the image above.

    Duffy and Friends Celebrate 20 years at Tokyo DisneySea The iconic international bear Duffy and his friends are turning 20. The celebration is hittingTokyo DisneySea for seaside fun this year with special food, entertainment and merch. I hope we get some stateside soon! We need LinaBell and other plushes for those of us collecting. Star Wars BDX Droids on a World Tour – Tokyo Disneyland International Disney fans can meet the Star Wars droids which will be featured in Jon Favreau’s The Mandalorian and Grogu until June 30 at Tokyo Disneyland.

    Spider-Man themed land breaks ground at Shanghai Disney Resort The Marvel CinematicUniverse expands at Shanghai Disneyland with a new Spider-Man inspired land which will host new shows, dining, and attractions. Notably there will be a high-octane coaster that will swing you around on a heroic action encounter with Spidey. Land broke on May 18 for the area which will neighbor the recently opened Zootopia land. Makes sense, the Wonderful World of Disney insects living next to animals and all. Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.
    #walt #disney #world #finally #gets
    Walt Disney World Finally Gets a Nighttime Parade This Summer
    With summer vacations on the horizon, Disney Experiences are popping off at their bi-coastal theme parks, Disney Cruises, and international destinations. Walt Disney World is getting a nighttime parade featuring new Pixar and Disney Animation Studios favorites, while Mickey Mouse and the Fab Five get dapper outfits to shine along with Starlight. Spooky fun is already beginning with the Disney Villains getting their own show at WDW’s Hollywood Studios and Halloween party tickets going on sale. Over at Disneyland, the 70th anniversary party is in full swing with fun festive foods and more. At Disneyland Paris, the theme park dances the summer away with a new music festival. And Disney Cruises prepares to set sail with the fleet’s newest ship in this week’s theme park news. Walt Disney World – Starlight This summer brings an all-new nighttime parade, Disney Starlight: Dream the Night Away, which will debut July 20, 2025. The Magic Kingdom Park exclusive will bring back nighttime parades to the Walt Disney World resort and will feature classic and new Disney and Pixar fandom faves along the parade route on Main Street. The sparkling floats will light up the night and of course we’re excited to see the updates to Mickey, Minnie, Donald, Goofy, and Daisy’s costumes for the summer premiere. Walt Disney World – Disney Villains: Unfairly Ever After There has been a need for more indoor shows as Walt Disney World’s humid summer gets underway, so why not some chilling tales from the Disney Villains to beat the heat? We’re excited to check out Disney Villains: Unfairly Ever After for a fun musical romp through villain showstoppers and more. Walt Disney World – Mickey’s Not-So-Scary Halloween Party Haunted Mansion’s Butler Broom extends the invitation for what’s sure to be a swinging wake. New this year will be a Mickey Mouse and Minnie Mouse spooky meet and greet at the Town Square Theater. For those of us with little tots, the Storybook Circus will get a “happy haunt” transformation to help the smallest of Disney fans ease into the spirit of the season—since it is Mickey’s Not-So-Scary Halloween after all. Along with popular returning faves, the event will run August 15 to October 31. Tickets here. Disney Imagineering tour of Epcot’s Moana: Journey of Water Delight in one of our favorite walkthrough attractions at Walt Disney World to keep summer visitors cool with Imagineering’s fun-fact filled behind the scenes look at Moana: Journey of Water. Disneyland 70th Food This summer, aside from watching all the nighttime shows and scavenger hunting with the key to Disneyland, we’ll be eating our way through the parks. Our current fave dish is the 70th celebration Mickey Waffles at Schmoozies which are like confetti cake in flavor and have a creamy strawberry center that’s not to be missed. Disneyland France – Disney Music Festival © Disneyland Paris Disneyland Paris makes a debut as a music festival destination from now until September 7 with the Disney Music Festival. The event will combine all genres of music with experiences inspired by Pixar and Disney Animation favorites, with hubs dedicated to various genres of music. That includes a mariachi band with Coco’s Miguel in Frontierland, jazz with Mary Poppins in Town Square, rock n’ roll with Elvis Stitch in Discoveryland, and more characters getting in on the fun. I want to know to know the story of DJ Chip and Dale, who just by the looks of their outfits look like they mean house music business. Disney Cruise – The Disney Destiny The comic book action and fairytale magic of Disney, Pixar, and Marvel heroes and villains will soon take over the Disney Destiny, the newest ship set to embark on ocean adventures in the Disney Cruise Line fleet. The Destiny will begin its trips later this year on November 20 with 4-5 night cruises taking off from the port of Fort Lauderdale to the Bahamas and Western Caribbean. We’re excited for the ship’s epic looking Hercules show and the gorgon battle teased in the image above. Duffy and Friends Celebrate 20 years at Tokyo DisneySea The iconic international bear Duffy and his friends are turning 20. The celebration is hittingTokyo DisneySea for seaside fun this year with special food, entertainment and merch. I hope we get some stateside soon! We need LinaBell and other plushes for those of us collecting. Star Wars BDX Droids on a World Tour – Tokyo Disneyland International Disney fans can meet the Star Wars droids which will be featured in Jon Favreau’s The Mandalorian and Grogu until June 30 at Tokyo Disneyland. Spider-Man themed land breaks ground at Shanghai Disney Resort The Marvel CinematicUniverse expands at Shanghai Disneyland with a new Spider-Man inspired land which will host new shows, dining, and attractions. Notably there will be a high-octane coaster that will swing you around on a heroic action encounter with Spidey. Land broke on May 18 for the area which will neighbor the recently opened Zootopia land. Makes sense, the Wonderful World of Disney insects living next to animals and all. Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who. #walt #disney #world #finally #gets
    GIZMODO.COM
    Walt Disney World Finally Gets a Nighttime Parade This Summer
    With summer vacations on the horizon, Disney Experiences are popping off at their bi-coastal theme parks, Disney Cruises, and international destinations. Walt Disney World is getting a nighttime parade featuring new Pixar and Disney Animation Studios favorites, while Mickey Mouse and the Fab Five get dapper outfits to shine along with Starlight. Spooky fun is already beginning with the Disney Villains getting their own show at WDW’s Hollywood Studios and Halloween party tickets going on sale. Over at Disneyland, the 70th anniversary party is in full swing with fun festive foods and more. At Disneyland Paris, the theme park dances the summer away with a new music festival. And Disney Cruises prepares to set sail with the fleet’s newest ship in this week’s theme park news. Walt Disney World – Starlight This summer brings an all-new nighttime parade, Disney Starlight: Dream the Night Away, which will debut July 20, 2025. The Magic Kingdom Park exclusive will bring back nighttime parades to the Walt Disney World resort and will feature classic and new Disney and Pixar fandom faves along the parade route on Main Street. The sparkling floats will light up the night and of course we’re excited to see the updates to Mickey, Minnie, Donald, Goofy, and Daisy’s costumes for the summer premiere. Walt Disney World – Disney Villains: Unfairly Ever After There has been a need for more indoor shows as Walt Disney World’s humid summer gets underway, so why not some chilling tales from the Disney Villains to beat the heat? We’re excited to check out Disney Villains: Unfairly Ever After for a fun musical romp through villain showstoppers and more. Walt Disney World – Mickey’s Not-So-Scary Halloween Party Haunted Mansion’s Butler Broom extends the invitation for what’s sure to be a swinging wake. New this year will be a Mickey Mouse and Minnie Mouse spooky meet and greet at the Town Square Theater. For those of us with little tots, the Storybook Circus will get a “happy haunt” transformation to help the smallest of Disney fans ease into the spirit of the season—since it is Mickey’s Not-So-Scary Halloween after all. Along with popular returning faves, the event will run August 15 to October 31. Tickets here. Disney Imagineering tour of Epcot’s Moana: Journey of Water Delight in one of our favorite walkthrough attractions at Walt Disney World to keep summer visitors cool with Imagineering’s fun-fact filled behind the scenes look at Moana: Journey of Water. Disneyland 70th Food This summer, aside from watching all the nighttime shows and scavenger hunting with the key to Disneyland, we’ll be eating our way through the parks. Our current fave dish is the 70th celebration Mickey Waffles at Schmoozies which are like confetti cake in flavor and have a creamy strawberry center that’s not to be missed. Disneyland France – Disney Music Festival © Disneyland Paris Disneyland Paris makes a debut as a music festival destination from now until September 7 with the Disney Music Festival. The event will combine all genres of music with experiences inspired by Pixar and Disney Animation favorites, with hubs dedicated to various genres of music. That includes a mariachi band with Coco’s Miguel in Frontierland, jazz with Mary Poppins in Town Square, rock n’ roll with Elvis Stitch in Discoveryland, and more characters getting in on the fun. I want to know to know the story of DJ Chip and Dale, who just by the looks of their outfits look like they mean house music business. Disney Cruise – The Disney Destiny The comic book action and fairytale magic of Disney, Pixar, and Marvel heroes and villains will soon take over the Disney Destiny, the newest ship set to embark on ocean adventures in the Disney Cruise Line fleet. The Destiny will begin its trips later this year on November 20 with 4-5 night cruises taking off from the port of Fort Lauderdale to the Bahamas and Western Caribbean. We’re excited for the ship’s epic looking Hercules show and the gorgon battle teased in the image above. Duffy and Friends Celebrate 20 years at Tokyo DisneySea The iconic international bear Duffy and his friends are turning 20. The celebration is hittingTokyo DisneySea for seaside fun this year with special food, entertainment and merch. I hope we get some stateside soon! We need LinaBell and other plushes for those of us collecting. Star Wars BDX Droids on a World Tour – Tokyo Disneyland International Disney fans can meet the Star Wars droids which will be featured in Jon Favreau’s The Mandalorian and Grogu until June 30 at Tokyo Disneyland. Spider-Man themed land breaks ground at Shanghai Disney Resort The Marvel Cinematic (theme park) Universe expands at Shanghai Disneyland with a new Spider-Man inspired land which will host new shows, dining, and attractions. Notably there will be a high-octane coaster that will swing you around on a heroic action encounter with Spidey. Land broke on May 18 for the area which will neighbor the recently opened Zootopia land. Makes sense, the Wonderful World of Disney insects living next to animals and all. Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.
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  • Itoosoft releases RailClone 7

    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" ";

    Itoosoft has released RailClone 7, the latest version of its 3ds Max parametric modelling plugin.The update introduces a new set of Spline Operators for manipulating splines in a wide range of ways, comprising 10 new nodes with 19 separate features.
    Users of the paid Pro edition get RailClone Systems, a new set of readymade procedural assets for generating common architectural structures like windows, curtain walls, and cabling.
    A popular parametric modelling tool for architectural visualisation work

    First released in 2010, RailClone makes it possible to generate complex 3D models by defining procedural construction rules using a node-based workflow.Users can create complex 3D models by repeating simple base meshes, or ‘Segments’, along splines, using Generators to arrange them into arrays, and Operators to control their properties.
    Although the workflow applies to visual effects or motion graphics, the plugin is most commonly used to generate buildings and street furniture for architectural visualisation projects.
    It is compatible with a range of third-party renderers, including Arnold, Corona, FStorm, OctaneRender, Redshift and V-Ray.

    RailClone 7: new multi-purpose Spline Operators

    RailClone 7 adds a new category of Spline Operators to the software’s graph editor.The 10 new nodes include Basic Ops, a new ‘multi-tool’ for performing common operations on splines, like transforming, breaking, combining, flattening or chamfering splines.
    A new Boolean node performs standard Boolean operations on regions bounded by splines.
    Other new nodes include Offset, for creating repeating clones of splines; Catenary, for creating the catenary curves generated by cables hanging under their own weight; and Conform, for projecting splines onto terrain.
    The images in Itoosoft’s blog post show potential use cases ranging from creating road networks to structures like wiring, railings and gantries.
    In addition, a new Draw Splines mode makes it possible to preview the result of spline operations directly in the viewport.
    New version-independent portable file format, and updates to point clouds

    Other new features include the Itoosoft Portable file format, making it possible to save RailClone objects in a file format independent of the version of 3ds Max used to create them.The point cloud display mode has been updated, with each RailClone object now using a fixed number of points, rather than point density being dependent on distance from the camera.
    According to Itoosoft, the new mode is optimized for modern GPUs and versions of 3ds Max.
    There are also a number of smaller workflow and feature updates, especially to macros, array generation, and handling of V-Ray Proxies when rendering with V-Ray GPU or Vantage.

    Pro edition: new RailClone Systems procedural assets

    Users of the paid Pro edition also get RailClone Systems, a new set of customizable readymade procedural assets for creating common architectural elements like windows, suspended ceilings, curtain walls, boardwalks, and cabling.You can see the new assets in the online preview of RailClone’s asset library.
    Price and system requirements

    RailClone 7.0 is available for 3ds Max 2022+. Feature support varies between the compatible renderers. New licences start at including one year’s maintenance. There is also a free, feature-limited Lite edition of the plugin.
    Read an overview of the new features in RailClone 7 on iToo Software’s blog
    Read a full list of new features in RailClone in the online release notes.
    Visit the RailClone product websiteHave your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.
    #itoosoft #releases #railclone
    Itoosoft releases RailClone 7
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "; Itoosoft has released RailClone 7, the latest version of its 3ds Max parametric modelling plugin.The update introduces a new set of Spline Operators for manipulating splines in a wide range of ways, comprising 10 new nodes with 19 separate features. Users of the paid Pro edition get RailClone Systems, a new set of readymade procedural assets for generating common architectural structures like windows, curtain walls, and cabling. A popular parametric modelling tool for architectural visualisation work First released in 2010, RailClone makes it possible to generate complex 3D models by defining procedural construction rules using a node-based workflow.Users can create complex 3D models by repeating simple base meshes, or ‘Segments’, along splines, using Generators to arrange them into arrays, and Operators to control their properties. Although the workflow applies to visual effects or motion graphics, the plugin is most commonly used to generate buildings and street furniture for architectural visualisation projects. It is compatible with a range of third-party renderers, including Arnold, Corona, FStorm, OctaneRender, Redshift and V-Ray. RailClone 7: new multi-purpose Spline Operators RailClone 7 adds a new category of Spline Operators to the software’s graph editor.The 10 new nodes include Basic Ops, a new ‘multi-tool’ for performing common operations on splines, like transforming, breaking, combining, flattening or chamfering splines. A new Boolean node performs standard Boolean operations on regions bounded by splines. Other new nodes include Offset, for creating repeating clones of splines; Catenary, for creating the catenary curves generated by cables hanging under their own weight; and Conform, for projecting splines onto terrain. The images in Itoosoft’s blog post show potential use cases ranging from creating road networks to structures like wiring, railings and gantries. In addition, a new Draw Splines mode makes it possible to preview the result of spline operations directly in the viewport. New version-independent portable file format, and updates to point clouds Other new features include the Itoosoft Portable file format, making it possible to save RailClone objects in a file format independent of the version of 3ds Max used to create them.The point cloud display mode has been updated, with each RailClone object now using a fixed number of points, rather than point density being dependent on distance from the camera. According to Itoosoft, the new mode is optimized for modern GPUs and versions of 3ds Max. There are also a number of smaller workflow and feature updates, especially to macros, array generation, and handling of V-Ray Proxies when rendering with V-Ray GPU or Vantage. Pro edition: new RailClone Systems procedural assets Users of the paid Pro edition also get RailClone Systems, a new set of customizable readymade procedural assets for creating common architectural elements like windows, suspended ceilings, curtain walls, boardwalks, and cabling.You can see the new assets in the online preview of RailClone’s asset library. Price and system requirements RailClone 7.0 is available for 3ds Max 2022+. Feature support varies between the compatible renderers. New licences start at including one year’s maintenance. There is also a free, feature-limited Lite edition of the plugin. Read an overview of the new features in RailClone 7 on iToo Software’s blog Read a full list of new features in RailClone in the online release notes. Visit the RailClone product websiteHave your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects. #itoosoft #releases #railclone
    WWW.CGCHANNEL.COM
    Itoosoft releases RailClone 7
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd" Itoosoft has released RailClone 7, the latest version of its 3ds Max parametric modelling plugin.The update introduces a new set of Spline Operators for manipulating splines in a wide range of ways, comprising 10 new nodes with 19 separate features. Users of the paid Pro edition get RailClone Systems, a new set of readymade procedural assets for generating common architectural structures like windows, curtain walls, and cabling. A popular parametric modelling tool for architectural visualisation work First released in 2010, RailClone makes it possible to generate complex 3D models by defining procedural construction rules using a node-based workflow.Users can create complex 3D models by repeating simple base meshes, or ‘Segments’, along splines, using Generators to arrange them into arrays, and Operators to control their properties. Although the workflow applies to visual effects or motion graphics, the plugin is most commonly used to generate buildings and street furniture for architectural visualisation projects. It is compatible with a range of third-party renderers, including Arnold, Corona, FStorm, OctaneRender, Redshift and V-Ray. RailClone 7: new multi-purpose Spline Operators RailClone 7 adds a new category of Spline Operators to the software’s graph editor.The 10 new nodes include Basic Ops, a new ‘multi-tool’ for performing common operations on splines, like transforming, breaking, combining, flattening or chamfering splines. A new Boolean node performs standard Boolean operations on regions bounded by splines. Other new nodes include Offset, for creating repeating clones of splines; Catenary, for creating the catenary curves generated by cables hanging under their own weight; and Conform, for projecting splines onto terrain. The images in Itoosoft’s blog post show potential use cases ranging from creating road networks to structures like wiring, railings and gantries. In addition, a new Draw Splines mode makes it possible to preview the result of spline operations directly in the viewport. New version-independent portable file format, and updates to point clouds Other new features include the Itoosoft Portable file format, making it possible to save RailClone objects in a file format independent of the version of 3ds Max used to create them.The point cloud display mode has been updated, with each RailClone object now using a fixed number of points, rather than point density being dependent on distance from the camera. According to Itoosoft, the new mode is optimized for modern GPUs and versions of 3ds Max. There are also a number of smaller workflow and feature updates, especially to macros, array generation, and handling of V-Ray Proxies when rendering with V-Ray GPU or Vantage. Pro edition: new RailClone Systems procedural assets Users of the paid Pro edition also get RailClone Systems, a new set of customizable readymade procedural assets for creating common architectural elements like windows, suspended ceilings, curtain walls, boardwalks, and cabling.You can see the new assets in the online preview of RailClone’s asset library. Price and system requirements RailClone 7.0 is available for 3ds Max 2022+. Feature support varies between the compatible renderers. New licences start at $275, including one year’s maintenance. There is also a free, feature-limited Lite edition of the plugin. Read an overview of the new features in RailClone 7 on iToo Software’s blog Read a full list of new features in RailClone in the online release notes. Visit the RailClone product website (Includes a download link for RailClone Lite at the foot of the page) Have your say on this story by following CG Channel on Facebook, Instagram and X (formerly Twitter). As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.
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