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AutoCAD Golaem Crowd V6.3 For Maya2016-2018

Uncle Mac

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Golaem makes it easy and affordable to populate worlds with smart & directable digital characters, from a few to thousands.

Feature Film Quality on a TV budget
Golaem helps you to populate shots in a short amount of time and with limited budget.

Built with the artist in mind, Golaem automates repetitive and cumbersome tasks to let them focus on their art.

The Golaem workflow is built so that although it relies on AI, artists always get their last word to say and can keep total control of the results.

New Features
  • Golaem up axis is now dynamic (related to the terrain geometry normal)
  • New Python API to read and write Simulation Cache Files
  • New SetTerrain Behavior to change the ground geometry of Entities
Improvements
  • Adding Behaviors in a Behavior Graph does not influence previously generated random numbers anymore
  • Warning message when a sane scene is opened with a PLE License
  • Warning message when a hierarchy mismatch in detected in the Character Maker
  • rgbPP value can be displayed by the Simulation Cache Proxy node
  • Improved geometry / vertex cache support in the Golaem Character Geometry file (.gcg)
  • New isAnimationEnabled Channel
  • New Shelf Icon when running Golaem with a PLE License
  • New "Update Mode" in the Terrain Locator
  • New "Static" Formation Main Way mode in the SetFormation Behavior
  • Improved bone orientation for IK chain with more than 3 bones
  • Improved "Conversion Factor" computation in the Character Maker
  • Improved performances when opening a Character File in the Character Maker
  • Maya meshes inside Golaem do handle non uniform scales now
  • New "Remap by Name" option when importing animation in the Character Maker
  • Arnold 5 nodes are now created in a "golaem" namespace in the Arnold Render Proxy
  • Added support for user callbacks when most Golaem nodes are created
Bug Fixes
  • Fixed ground adaptation jittering (due to time warping)
  • Fixed ground adaptation when using the "When Support Phase Changes" mode on hard slopes
  • Fixed computation of null length bones orientation in IK chains with more than 3 bones
  • Fixed conversion of IK chains with null length bones
  • Fixed Conversion Quality Indicator with null length bones
  • Fixed Shader Attribute creation when shared by multiple shaders in the Character Maker
  • Fixed naming of duplicated rendering types in the Character Maker
  • Fixed cloth cache export on meshes with multiple materials
  • Fixed cloth cache rendering when using Time Edition Layers in the Simulation Layout Tool
  • Fixed cloth cache rendering when an Entity is selection in the Simulation Layout Tool
  • Fixed rotation when using different axis in the Edit Bone Layer of the Simulation Layout Tool
  • Fixed duplicated Entity Ids after baking to Alembic in the Simulation Layout Tool
  • Fixed merge of Simulation Layout File in the Simulation Layout Tool
  • Fixed a crash when baking meshes with multiple materials as Alembic
  • Fixed a crash when dragging a Population Tool on an empty space
  • Fixed a crash when using Animation Channels on emitted Entities
  • Fixed a crash when rendering incomplete meshes
  • Fixed a crash when using the Population Tool as emitter with 0 slots
  • Fixed a crash when hiding a Motion Locator
  • Fixed a crash when an Entity Type is invalid in the Simulation Cache File in the Katana plugin
  • Fixed lateral clearance computation in Group Entities
  • Fixed desired velocity in Group Entities
  • Fixed the display of the Polygon Population Tool
  • Fixed an error message in the Population Tool Paint Attribute UI
  • Fixed frame index when using Locomotion Channels in the Visual Feedback
  • Fixed blendshape Render Previz issue, when the Character bind pose and rest pose do not match
  • Fixed entity selection disabling rendering of cloth meshes
  • Fixed badly exported simulation cache when an emitter did not emit all of it's entities
Refactoring
  • IK Cache configuration is now on the CharacterMaker Locator instead of the CharacterMaker UI
  • Chosen slot is displayed as Local / Final target in the Visual Feedback when using the Formation Behavior
  • Two Sided display is enabled by default in the Entity Type and Simulation Cache Proxy nodes
  • Increased the default radius of a Flock Locator
  • rgbPP is exported by default by the Simulation Exporter
Supported Rendering Engines
  • Mtoa 3.0, 2.X
  • V-Ray For Maya 3.6X, 3.5X & 3.40.XX
  • V-Ray For 3ds Max 3.60.XX
  • Renderman Studio 21.3 & 21.4
  • Mental Ray 3.13.X
  • Redshift 2.5.34
  • 3Delight Studio Pro 11.0.XX & 12.X
  • Guerilla Render 1.4.4
  • Katana 2.5 and 2.6 from KtoA 1.1.5.1, 2.0.4 and RfK 21.6
Also supported (but must be manually installed):

  • Mtoa 1.4.X
  • Redshift 2.0.91-93
Golaem.Crowd.v6.3.For.Maya2016-2018 links:
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Uncle Mac

šŸ¤“ Super Admin
Downloaded
91.3 GB
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305.8 TB
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333 (352)
Member for 10 years
Great integration with my Arnold!
Big Thanks @WhiteDeath
 

SpiderTke

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olddeadone

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Looks awesome! cant wait to make a zombie horde
 
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