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When GPU memory is exceeded, TurbulenceFD switches back to the CPU on-the-fly. All features are supported at the same quality. Unlike some GPU based tools, this is not just a stripped down version of the CPU simulation. It features a hybrid CPU/GPU simulation pipeline that achieves enormous speedups. And there's a simple reason for that: today's high-end GPUs have 8-15 times the memory throughput of high-end CPUs. Yes, twelve times! 10 minutes instead of 2 hours. To the artist this means that more iterations can be run in less time, making the work with fluids more intuitive and productive. And implementing this pipeline using the latest High Performance Computing technology to optimally exploit Memory Caches, Multi-Core CPUs and advanced vector instruction sets. This includes a careful selection of efficient numerical methods that provide high accuracy and stability throughout the simulation pipeline. That is why TurbulenceFD's simulation pipeline has been designed from the ground up to optimize performance. The biggest technological challenge in fluid simulation is the handling of the large amounts of data that a sequence of voxel grids requires. The flow then carries along these emissions in a physically plausbile way that creates the realistic look of fire, explosions, vapor, clouds, dust and much more. To setup a fluid simulation, the artist uses any type of geometric object or particle system to paint the sources of smoke, heat, fuel, etc. This simulation process produces a voxel grid for each frame, which is cached on disk for use by the Volumetric Renderer. For each voxel TurbulenceFD calculates the velocity of the fluid as well as several channels to describe properties like temperature, smoke density, amount of fuel, etc. That means it uses a voxel grid to describe the volumetric clouds of smoke and fire and solves the equations that describe the motion of fluid on that grid. TurbulenceFD's simulation pipeline implements a voxel-based solver based on the incompressible Navier Stokes equations. Keep your greeble geometry lightweight while maintaining smooth surface transitions with automatically added Phong tags.Īn awesome plugin Developed by Jawset Visual Computing!
For bases, you can also opt to let the model’s texturing pass through to them. You can assign materials to bases, greebles, and even particular surfaces on them using Texture tags with naming conventions without ever having to make the Greebler object editable. Alignment is ‘up’ by default but has three rotation axes of control.ĭon’t want your greebles or nurnies pinned to the model’s surface? You can control their distance relative to the surface with the Surface Offset controls.
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Global alignment moves Greebler away from your typical greebling software into a realm where you can conceivably create forests or cities with relative ease. Relaxed positioning yields a more natural looking distribution of greebles and nurnies over the model’s surface. Sparsity gives you the ability to control the density of polygonal coverage over your models.įrequency control over each shape and object lets you decide how many of each enabled shape or object is used to populate the surface. Greeble and Nurnie linear, array, and circular array groupings allow richer detailing in a simple manner. Objects can be used to cover the surface of the input object as either copies, instances, or render instances.For that personal touch, you can create and use custom greeble shapes.Of these, five have customizable parameters to add even more variation. Thirteen stock greeble shapes give you a variety of beveled and extruded details to disperse over your input object’s surface.Bevel and extrusion of the input object’s polygons.Presets to allow you to get the same results without having to remember configuration settings.Ĭopy-Paste of settings to achieve same results quickly when presets are not required.Ĭustomizable low-area and thin polygon exclusion for greebling. The Library Manager lets you store, organize, and reuse your custom shapes and objects.
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Greebler tags used in conjunction with the Greebler generator object and Polygon Selection tags let you control where and what details go onto your models.
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NET Render compatibility so that your professional project can be rendered using a render farm. Multiprocessor generation lets you realize and customize results quickly by optimally using that powerful multiprocessor computer at your disposal.