Thursday, March 24, 2005

Discreet gets a new name

Discreet now has a new name; Autodesk Media and Entertainment

Read the full press release here:

Discreet is pleased to announce that as part of their continued effort to provide you with industry-leading creative solutions, and to better serve the rapidly changing markets in which you do business, Discreet has more closely aligned with our parent company of six years, Autodesk, Inc. As of March 24, 2005, we will officially go to market as a division of our parent company, and under a new name, Autodesk Media and Entertainment.

Going to market as a significant part of a $1.2 billion diversified software company, with Media and Entertainment as a key vertical, enables your existing Discreet sales, support and product development teams, which remain unchanged, to take full advantage of incremental global resources in R&D, training, marketing, and support. Our goal is to provide you with continuous product innovation, incremental end-user training, and new support solutions.

Ultimately, this will help ensure that our creative toolset empowers artists to continue to solve the most complex of production challenges facing the industry and that your business can be as profitable as possible.

As part of this change, the Discreet name, with its rich heritage of providing artists with the best solutions to realize their creative visions, will become a part of a family of individual systems product names. Systems products such as flame®, inferno® and lustre®, smoke®, and fire® will now be identified as Discreet Flame, Discreet Inferno, Discreet Lustre, Discreet Smoke and Discreet Fire. Our leading software products such as 3ds Max® and Combustion® will be identified as Autodesk products.

At NAB 2005 we will showcase some exciting new additions to our existing products and solutions resulting from this change, and we look forward to sharing them with you in person. Your local sales representative is available to provide you with further details and to answer questions.

We look forward to a continued partnership in pioneering digital content creativity and helping you realize your ideas.

happy rendering...

Tuesday, March 22, 2005

Acad 2006 Shipping

Acad 2006 is now shipping for subscription customers.

Tuesday, March 15, 2005

Max 7 sp1

3dsmax7 Service Pack 1 has been released.

Fixes include the following areas:

· AVI and MOV files now network render correctly.

· Postures problems have been resolved when loading a copy of a Biped onto a Biped without a ponytail.

Multiple selections on objects with three degrees of freedom were not rotating in the correct space and has been resolved.

When using Auto Key and pasting poses the correct pose would not always paste correctly and has been resolved.

· Improved stability on assigning material to Edit Poly modified object with no mapping coordinates.

· A bug with sub-object transformation animation in the Editable Mesh object type, where animation done on frame 0 would not be properly created, has been fixed.

· Fixed memory leak when saving .DDS files.

· File Link will now first search its data set for stand-ins, and if any are found, a Reload is prevented.

Using Shift+Move to create a copy of a Shape no longer distorts the Loft Object when “Transform Degrade” is disabled.

Loft object now behaves properly to the Scale transformation while scaling a Shape within a Loft object when “Transform Degrade” is disabled.

The "Copy Shape" (Copy/Instance) dialog window now appears when using Shift+Move to create a copy or an instance of a Shape when Transform Degrade is disabled.

· Corrected instability caused by clearing the material type in a multi-material container.

Automatic conversion of bitmap files to UNC filenames can be disabled. You must edit the ini file and add the following switch "[FileHandling] ConvertToUNC=0" to disable the conversion.

· Final Gather now ignores incorrect UV coordinates, producing a more accurate result.

Fix that will allow mental ray SSS Shaders to render with Backburner or Command line.

Stability improvements to mental ray and rapid motion blur.

Fixed an issue that prevented mental ray from rendering in silent mode.

Fix to mental ray rapid motion blur and the Dielectric material

When Distributed Maps is enabled the slave machines look "locally" for the required textures.

· AVI and MOV files now network render correctly.

· Several improvements have been made to the calculation of tangent style normal maps that should reduce blooming and artifacting, particularly on mapping seams.

· The position of reordered parameters in a Parameter Collector rollout is now preserved after a parameter is deleted from the collector rollout.

· OpenGL Dual Planes setting is now preserved after opening 3ds max in Direct3D mode, then returning to OpenGL mode.

· Slaves no longer become disconnected from the master tracks on a file load/merge/xref.

Reaction Masters are now correctly named in the Reaction Manager on opening a saved scene

· Corrected some instability problems caused when invalidating radiosity after assigning new materials to objects.

Meshing now respects Material IDs boundaries.

In some cases the radiosity solution will not be invalidated as expected.

· Several MAXScript and SDK issues were resolved improving features stability.

· When using Pick Bone Mode in Skin Morph you would get an application error using 3ds max Create mode if Pick Mode was enabled, this has been fixed.

· Instancing the Skin Wrap was causing an application error when using Ctrl+A to select all sub-objects.

· The Modify panel is now restored when exiting an array preview.

· The Selection floater will now resize properly.

· Polygonal sub-object selections now are shaded in red in the Turbosmooth modifier, showing the subdivided polys affected by your current selection below Turbosmooth in the stack.

· Corrected instability where making a choice of None while using the Pick Texture dropdown of the Edit UVWs dialog in the Unwrap UVW modifier.

· Editing a texture that is also being used in a DirectX shader no longer causes program instability.

Improved stability when switching between DirectX effects.

DirectX Display of the Standard Material now works with Skylights.

Fixed crash on canceling light creation when using DirectX Display of the Standard Material.

DirectX Display of the Standard material now ignores lights that are turned off.

Bitmap and Photometric Path Editor utility now handles .FX textures and files correctly.

Improved display of UV mapping for DirectX shaders.

Improved DirectX .FX file output to better match viewport representation.

Reverted back to 3ds max 6 method of loading DirectX shaders on demand, rather than on file open.

DirectX shaders are no longer inverted for objects that have been mirrored.

Improved DirectX .FX file handling for relative paths.

Fixed small memory leak for all DirectX shader types.

· Corrected instability that occurred when the user switched viewports with Walkthrough mode enabled, and the viewports were set to a camera with Manual Clip Planes enabled.

Corrected instability that could occur when walkthrough mode is enabled in a camera viewport and the user closes max.

· Fix to Xrefs that was causing max files to unexpectedly increase in size.

Before installing see the Service Pack 1 ReadMe for further details.

happy rendering...

Sunday, March 13, 2005

ADT 2006 - Part II

this is an audio post - click to play

ADT 2006 - part I

this is an audio post - click to play

Sunday, March 06, 2005

Got ADT Troubles?

While working on a pet project that will be unveiled in the next month, I am looking to get some feedback from users/readers (this means you). :)

If you have are having trouble with any ADT related items drop me an e-mail and let me know what kind of difficulties/problems you are experiencing. We are looking to start with some common items (the ones you submit and those other users are having) and help to demystify them for all users.

Tuesday, March 01, 2005

Got trees?

Got3d ( releases six volumes of LOW POLYGON TREES.

150 photo-real Low Polygon 3D Trees are now available in the Got3d Store. These trees are not your typical “X” plane meshes with the same tree photo on each side. These trees have been precisely modeled for a low polygon, photo real alternative to “heavy” meshes. The average tree face count is only an astonishing 306 faces, which will render lightning fast in your 3d scenes! .MAX and .3DS formats are available.

happy rendering...

The Daily Grind...

Well maybe not so random... I love being busy with consulting and the past few weeks have been full of traveling adventures and a great opportunity to meet so many new faces and cad users out there. Be on the look out for the AUGI CAD Camps. I have 4 planned so far that I will be participating in (will announce the dates/location for these soon).

Over the past weekend I did get the chance to take the family to see The Greatest Show on Earth.

The show was well done and with a now almost one year old it was even better seeing him get excited to see the animals, clowns and light shows. Climbing the stairs has been the most recent development around the house. You have to watch these kids, they are fast!

This weeks travel adventures have taken me onsite to Pennsylvania (Harrisburg) for a few days to wrap up some ADT customization, then heading back home.

Another pet project for the CAD/ADT community to be unveiled the first week in April...

counting down... 3 - 2 - 1

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