Download JoeAlter Shave And A Haircut For Maya 8.0 v4.4v25 keymaker by ARN

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  ▀▄▀▄ ▀██▄▀▄▄▀                    JoeAlter                     ▀▄▄▀▄██▀ ▄▀▄▀
    ▄▄▄███▓▀▀▓▀▀   Shave.And.A.Haircut.For.Maya.8.0.v4.4v25    ▀▀▓▀▀▓███▄▄▄
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   ▐▌▐▓▌     █     Crack Type .....: Incl.Keymaker               █     ▐▓▌▐▌
    ▀▄▀█▄ ▄  █     Release Date ...: 01.02.2007                  █  ▄ ▄█▀▄▀
        ▀█   █     Release Size ...: 1x 4.89 mb                  █   █▀
     ▄▓▄ ▐▌  █                                                   █  ▐▌ ▄▓▄
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      ▀      █     Operating Sys ..: WinAll                      █      ▀
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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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             █     1) Unpack                                     █
             █     2) Use our keymaker to generate a working     █
             █     key.                                          █
             █     3) Enjoy!                                     █
             █                                                   █
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       ▄███▀ ▓           ▄■                         ■▄           ▓ ▀███▄
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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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FILE_ID.DIZ

ARN's keymaker for JoeAlter Shave And A Haircut For Maya 8.0 v4.4v25


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