| Building Materials |
SFX |
Actor
Creation Actor
Customization Scenes
& Sets Filming Materials
& SFX Rendering
& Output Developer
Tools & Plug-ins |
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| Materials |
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Texture Editing |
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Custom texture creation by loading image files, or launching
image editing software for texture editing |
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Texture channels include diffuse, opacity (mask and
alpha transparency), bump, glow, and reflection |
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Real-time display of multiple texture effects |
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Access precise UV Reference maps to view texture painting
guides |
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General UV mapping methods include Plane, Box, Spherical,
Cylindrical, and Capped Cylindrical |
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Tile, rotate, and offset textures for increased accuracy
and flexibility of texture alignment |
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Normal map support to allow low polygon objects appear
with high surface detail |
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Customize Particle Effects textures with diffuse and
opacity maps. |
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UV texture animation support for 3D Studio Max plug-in |
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All the textures can be saved for further use, especially for the garment textures. |
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Load and Save (Export) texture files for characters, props and accessories. |
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G2 Clone Cloth - Custom clothing design using
images |
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3D Blocks and Custom Texture Library |
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Editing 3D Surfaces and Billboards |
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| SFX |
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Real-time SFX creation and control of Particle
System and Fog |
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Particle SFX positioning and interactivity |
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Characters and Particle SFX |
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SFX rendering |
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Real-time instant preview playback of SFX scene elements
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Alpha, Addition or Subtraction SFX scene blending modes
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Output SFX for use in iClone scenes or as Post effects
generator exported as alpha-channeled video |
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Add multiple SFX elements to the scene
with enhanced real-time performance |
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iClone 2 Feature Illustration |
| Particle parameters |
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Texture:
The animation here illustrates two kinds
of particles from emitters. The left one
maps merely the diffuse texture to the particles
while the right one maps both diffuse and
opacity textures to the particles. |
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Start/End color:
In this illustration, there are five leaves
with start color set to be white and the
end color set to be white, yellow, green,
red, and black.
White keeps the original color of the texture
while the others blend themselves with the
texture.. |
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Start/End
opacity:
The maple leaf in this illustration
turn to be transparent gradually since the
start/end opacity is set to be 255/0. |
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Blend mode:
Three modes construct this group. They
are Alpha, Addition, and
Subtraction.
Alpha:
Show the original texture of the particle.
No blending. |
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Addition:
Each particle will be blended with the background
objects by RGB value. |
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Subtraction:
Each particle will be subtracted with the
background objects by RGB value. |
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Size:
The Start/End sizes in these two illustrations
are (10 x 10 to 10 x 10) and (3 x 3 to 30
x 30). |

(10 x 10 to 10 x 10) |

(3 x 3 to 30 x 30) |
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Life
(Frame):
In the first animation, the life time for
each particle is set to be as long as the
project. In the second one, however, is
set to be varied between the range from
10 to 150 frames randomly. Therefore, some
of the particles live longer and the others
are eliminated soon. |

(Life frame range= 10 to 150 frames) |

(Life frame range = 150 to 150 frames) |
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| Emitter parameter illustrations |
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Start/End
Frame:
Motion: Right hand animation applied. (Hand
animation template: count2)
Emitters: (fire1, fire2, fire3, fire4) link
to four fingers of the character.
Start Frame for each emitter linked
to finger: (50, 100, 157, 220).
End Frame for each emitter linked
to finger: (300, 350, 407, 470). |
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Quota
and Emit Rate:
In this animation, the quota for the emitter
is 10 but the emit rate is 100. Therefore,
when the number of the living particle is
10, the emitter is forced to pause.
Quota = 10, Emit Rate = 100 particles/sec
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Emitter Volume:
In this animation, the pink box's dimension
varies along with the XYZ parameters to
simulate the range containing the emitters.
Volume (X, Y, Z)= (100, 100, 100)
to (100, 100, 0) to (100, 0, 100) to (0,
100, 100) |
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Spread
and Diagonal:
In this animation, please notice that the
blue line indicates the angle of the Diagonal.
(0 to 90)
The red and blue lines indicate the value
of Spread, when Diagonal equals to 0. |
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| Velocity:
The first illustration contains an emitter
sending off particles in the velocity of
250. The second one, 500. |

(Velocity = 250) |

(Velocity = 500) |
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| Direction
Randomness:
These two animations illustrate how the
randomness values decide the distortion
of the paths for particles to move along. |

(Direction Randomness = 0) |

(Direction Randomness = 60) |
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