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▀ ▄▀ ▄▄▄█▓▄ A G G R E S S i O N ▄▓█▄▄▄ ▀▄ ▀
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▀▄▀▄ ▀██▄▀▄▄▀ JoeAlter ▀▄▄▀▄██▀ ▄▀▄▀
▄▄▄███▓▀▀▓▀▀ Shave.And.A.Haircut.For.Maya.6.5.v4.4v25 ▀▀▓▀▀▓███▄▄▄
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▐█▓▌▐▌ ▄▓▄ █ █ ▄▓▄ ▐▌▐▓█▌
▐▌▀▓█▄█▄ ▀ █ Cracker ........: ARN █ ▀ ▄█▄█▓▀▐▌
▀▄ ▀▀▀██▄▄ █ Packer .........: ARN █ ▄▄██▀▀▀ ▄▀
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▄▀▓▓▀ █ Protection .....: Other █ ▀▓▓▀▄
▐▌▐▓▌ █ Crack Type .....: Incl.Keymaker █ ▐▓▌▐▌
▀▄▀█▄ ▄ █ Release Date ...: 01.02.2007 █ ▄ ▄█▀▄▀
▀█ █ Release Size ...: 1x 4.89 mb █ █▀
▄▓▄ ▐▌ █ █ ▐▌ ▄▓▄
▀ ▄▀ █ Release Type ...: Application █ ▀▄ ▀
▀ █ Operating Sys ..: Linux █ ▀
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▀ █ █ ▀
█ If you're here, you probably already know █
█ that "Shave and a Haircut" is a CG Hair █
█ package famous for its sculpting and █
█ dynamics tools, but you may be aware that █
█ it is also a highly advanced render. . .. █
█ █
█ 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. █
█ █
█ Texturing your hairy object all happens █
█ inside Maya, You can apply any kind of █
█ 2D/3D shader to almost any channel, you █
█ can apply textures, even separate UV █
█ sets. You can Even texture dynamics █
█ properties like Stiffness or Dampening. █
█ █
█ 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. █
█ █
█ Shave's guides have our dynamics engine █
█ built in . From the moment you create a █
█ guide you can dynamically grab it, move █
█ it, shake it around... no complicated █
█ mazes of menus and modes. █
█ █
█ Skin Driven Dynamics █
█ Shave's dynamics engine inherits all its █
█ inertia directly from the skin of your █
█ critter, NOT from general transformation. █
█ This means that if you morph, move, or █
█ deform - the dynamics of the hair that is █
█ emitted from that surface will accurately █
█ reflect the resultant motion. █
█ █
█ Integrated Surface Collision Engine █
█ Shave's dynamics engine also includes █
█ full, lightning fast, surface collision. █
█ █
█ Forces █
█ We actually utilize Maya's own force █
█ fields and add them into ours. █
█ █
█ Dynamic Constraints █
█ In addition to letting hair flow free, █
█ you can also constrain any guide vertex █
█ to the orientation of a surface. This is █
█ not only useful for doing things like █
█ making pony-tails, but is also a powerful █
█ modeling too for things like braids. You █
█ can bend shave's hair into any shape you █
█ can model. █
█ █
█ Most studios use combinations of packages █
█ these days, and glue them together with █
█ code and scripts. This type of █
█ configuration is usually known in █
█ high-end circles as a 'pipeline'. █
█ █
█ We've produced a space partitioned █
█ geometry shader which interoperates with █
█ maya2mr, and runs native inside Mental █
█ Ray. You just run your renders as usual. █
█ It generates Mental Ray Hair Primitives █
█ on demand and lets Mental Ray juggle them █
█ in and out of memory as needed. █
█ █
█ We have a Mental Ray Surface shader which █
█ will apply the correct colors and █
█ properties. █
█ █
█ We also have modes that will let you █
█ write hair into Mental Ray as real hair █
█ primitive geometry, and can even overlay █
█ the Shave buffer render over a mental ray █
█ render. █
█ █
█ In addition to supporting the embedded █
█ version of Mental Ray [for Maya], we also █
█ support exporting for standalone Mental █
█ Ray. █
█ █
█ SDK █
█ Shave provides a front end that even █
█ newbies can use, but goes a big step █
█ deeper and provides development tools at █
█ the Mel level and at the C++ level that █
█ will let you glue it into any Maya based █
█ pipeline you can conceive of and even █
█ write plugins that communicate with the █
█ Shave engine. █
█ █
█ CROSS PLATFORM █
█ Shave currently runs on WINDOWS, LINUX, █
█ and OS/X [5.01]. Happy Happy Happy. █
█ █
█ Embedded Integration █
█ Most plug-ins that have such deep █
█ integration are entirely closed systems. █
█ High-end companies want more flexibility. █
█ █
█ We offer many different ways to work with █
█ Shave. █
█ █
█ The power of Maya is its flexibility. Why █
█ buy the most flexible animation package █
█ in the world only to hit a dead end with █
█ your hair solution? █
█ █
█ PRMAN █
█ Pixar's PRMAN is an integral part of many █
█ high end pipelines, with Shave, you can █
█ generate space partitioned RIB's directly █
█ - this means no memory restrictions on █
█ haircount limits. We also apply this █
█ feature to our 'instancing' object █
█ generation, so you can render millions of █
█ anything (trees, feathers, etc). █
█ █
█ Because we generate hair as local Delayed █
█ Rib Archives, you can use it with all █
█ versions of prman since 3.1, and most █
█ workalikes. █
█ █
█ Adding dynamic hair to your RIB becomes █
█ as simple as adding one line of text. █
█ █
█ We recognize, that for your own pipeline █
█ considerations, you might not wish to █
█ render with Shave's render, and also try █
█ to make that easy. █
█ █
█ One customer, for instance, rendered all █
█ the hair with Shave's buffer render (for █
█ quality and speed issues), and then █
█ generated hair primitives into Sitex's █
█ Air for cast shadows. █
█ █
█ █
█ 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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