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▀ ▄▀ ▄▄▄█▓▄ A G G R E S S i O N ▄▓█▄▄▄ ▀▄ ▀
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▀▄▀▄ ▀██▄▀▄▄▀ JoeAlter ▀▄▄▀▄██▀ ▄▀▄▀
▄▄▄███▓▀▀▓▀▀ Shave.And.A.Haircut.v4.4v3.For.Maya.7.0 ▀▀▓▀▀▓███▄▄▄
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▐█▓▌▐▌ ▄▓▄ █ █ ▄▓▄ ▐▌▐▓█▌
▐▌▀▓█▄█▄ ▀ █ Cracker ........: ARN █ ▀ ▄█▄█▓▀▐▌
▀▄ ▀▀▀██▄▄ █ Packer .........: ARN █ ▄▄██▀▀▀ ▄▀
▌█▄▄ █ █ ▄▄█▐
▄▀▓▓▀ █ Protection .....: Other █ ▀▓▓▀▄
▐▌▐▓▌ █ Crack Type .....: Incl.Keymaker █ ▐▓▌▐▌
▀▄▀█▄ ▄ █ Release Date ...: 01.11.2006 █ ▄ ▄█▀▄▀
▀█ █ Release Size ...: 1x 4.89 mb █ █▀
▄▓▄ ▐▌ █ █ ▐▌ ▄▓▄
▀ ▄▀ █ Release Type ...: Application █ ▀▄ ▀
▀ █ Operating Sys ..: Linux █ ▀
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▀▓▓█▄▀ ▀ ░▐▓▓▌ R E L E A S E N O T E S ▐▓▓▌░ ▀ ▀▄█▓▓▀
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▀ █ █ ▀
█ Easy to Use .. █
█ The above image is a normal Attribute █
█ Editor Presets window with some of the █
█ presets we include. These swatches get █
█ rendered for you whenever you save a █
█ preset. █
█ █
█ So Real.. █
█ █
█ Not Just for Hair and Grass █
█ You can actually replace hairs with any █
█ geometry you can model. █
█ █
█ Integrates with Maya's render and 2D post █
█ effects █
█ Shave's render, built into a volumetric █
█ plug-in, obviously integrates tightly █
█ with Maya's own. Unlike Maya Fur, it even █
█ supports objects with transparency █
█ Additionally, it integrates with Maya 2D █
█ post process effects like depth of field. █
█ █
█ Ray Trace Effects with the Maya render █
█ (and other neat tricks) █
█ Additionally, if you want to render the █
█ secondary rays with Maya's render, we █
█ handle that as well. Just turn the option █
█ on and adjust the detail level. You'll █
█ actually see ray traced cast shadows and █
█ hair will show up reflections and █
█ refractions. █
█ █
█ DISPLACEMENT PARAMETERS █
█ Before (or after) you've even touched a █
█ hair guide or a brush tool, you can apply █
█ displacement parameters which can have a █
█ great deal of effect on the hair's look. █
█ Using mult/splay/friz/kink we make the █
█ same set of hair go from wet to dry in █
█ the above sample. █
█ █
█ GUIDE FIELDS █
█ Shave works from a 3 dimensional flow █
█ field bounded by something called 'hair █
█ guides' (left). When guides are emitted █
█ from a surface ( nurb or poly), a whole █
█ field of them are created. The number of █
█ guides relate directly to the number of █
█ CV's in the emitting surface. They define █
█ the general shape of the hair. █
█ █
█ The actual hair (right), which can be █
█ previewed at lower counts in the viewer, █
█ is an even distribution across the █
█ emission surface, and has nothing to do █
█ with how many guides you have. Initially █
█ the hair is grown as a straight █
█ interpolation of the guides, and then █
█ displaced by parameters such as 'kink' █
█ and 'frizz'. █
█ █
█ SMOOTH DENSITY █
█ Our density equalizer balances hair █
█ population so that regardless of the █
█ density of the underlying surface or █
█ number of guides, you still get a uniform █
█ distribution of hair as a base line. If █
█ you want to fiddle with that balance you █
█ can assign maps and shaders to our █
█ density channel. Unlike other solutions, █
█ we do a world-space barycentric lookup, █
█ which is just a fancy way of saying it █
█ doesn't require special UV's and will █
█ work on polygons, nurbs , or any other █
█ type of surface emitter. █
█ █
█ SPLINE MODE █
█ An other types of guides are ' spline █
█ guides'. For each Maya spline you select, █
█ Shave creates a duplicate guide. Hair is █
█ then evenly interpolated between the █
█ guides (above) , interpolation can be █
█ turned off as well. █
█ █
█ THE BRUSH TOOL & RECOMB █
█ Combing hair is quick and easy. With the █
█ brush tool and æ recomb ', brushing along █
█ complicated contours is as easy as █
█ petting a dog (the above example was just █
█ a few interactive strokes of the tool). █
█ █
█ STYLING INTERFACE █
█ Creating so many guides assures good █
█ local control on hair shape, and steady █
█ dynamics. But controlling and combing so █
█ many guides comes with it's challenges █
█ too, which is why we include a custom █
█ interface just for combing. █
█ Each little guide is actually a kinematic █
█ chain, it can either be modeled into █
█ place, it can be just sha ken around, or █
█ it can be dragged en-masse with a soft █
█ hairbrush tool. █
█ █
█ █
█ http://www.joealter.com █
█ █
█ █
█ █
█ █
█ █
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▀▓▓█▄▀ ▀ ░▐▓▓▌ i N S T A L L N O T E S ▐▓▓▌░ ▀ ▀▄█▓▓▀
▌███ ▓ ▀▓▓▄▄▀ ▀▄▄▓▓▀ ▓ ███▐
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▀ ▄▀ █ █ ▀▄ ▀
▀ █ █ ▀
█ 1) Unpack █
█ 2) Use our keymaker to generate a working █
█ key. █
█ 3) Enjoy! █
█ █
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▀▓▓█▄▀ ▀ ░▐▓▓▌ N E W S & C O N T A C T ▐▓▓▌░ ▀ ▀▄█▓▓▀
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▀ ▄▀ █ █ ▀▄ ▀
▀ █ █ ▀
█ After so many years in the scene, both as █
█ individuals and as a group we've █
█ definately become more refined, with █
█ keygens and retail supplies and not to █
█ mention the latest addition, ebooks. We █
█ hope to bring you more of the quality █
█ stuff we've brought so far and we're █
█ sure, unless a meteorite hits earth or █
█ something that we'll be here for a long █
█ time, on top, as you know us :) █
█ Even though we've grown quite big, █
█ there's always room for more people, and █
█ we're looking for talented █
█ crackers/keygeners who can crack/keygen █
█ most protections like arma/aspr/hasp etc █
█ and suppliers. If you are interested, █
█ drop us an email at aggression[at]hush.ai █
█ █
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▐▌▐▓▌ █ Contact: aggression[at]hush.ai █ ▐▓▌▐▌
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▐▌▀▓██▄█ ▀ ASCii DiRECT ▄▓▄▐█▌▄▓▄ FROM STARS ▀ █▄██▓▀▐▌
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