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Electric Image Animation System 7 0 1 Full Retail with Crack

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Name:Electric Image Animation System 7 0 1 Full Retail with Crack

Total Size: 102.01 MB

Magnet: Magnet Link

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Stream: Watch Full Movie @ Movie4u

Last Updated: 2015-02-01 15:25:46 (Update Now)

Torrent added: 2008-08-06 03:35:36

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ElectricImageAnimationSystem.nfo (Size: 102.01 MB) (Files: 4)


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86.81 MB



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Torrent description

Electric Image Animation System 7.0.1 Full Retail with Crack

Copy contents of Crack to the installation dir.

Electric Image Animation System 3D Rendering and Animation
Software. EIAS 7.0 is a suite of
high-end applications giving you the power, quality, and
sophistication you expect from a 3D software program.
These applications include Animator, Camera, Renderama,
and Radiosity. This suite of applications continues its legacy
of creating breathtaking character animations, building new
worlds with 3D matte painting, and designing sophisticated
product concepts. Not only is EIAS the fastest renderer on
Earth, it is clearly one of the easiest and most intuitive
3D software applications to learn. Let EIAS 7.0 deliver the
technology you need for only US $795. You will be creating
beautiful images in no time, and you will wonder why anyone
uses those other bloat-ware 3D applications.

View Hollywood Style visual effects created with EIAS:
For more than 15 years the Electric Image Animation System has
delivered superior 3D graphics at a fraction of the cost of
other solutions. If you are looking to create Hollywood-style
3D visual effects at an affordable price you don’t have to look
any further. The Electric Image Animation System has been used
to create some of the most lavish Blockbuster Films in history
while delivering the speed you need to get your work done ON
time and UNDER budget!

EIAS layer system is organized as a set of modules
(Layer Shaders), it’s opened for third party developers
and future expansion. Three basic Layer Shadera are included
in the 7.0 release. The layer interface in Animator is very
easy to use. Any Layer Shader can be applied to a whole scene
and/or to any sets of objects. The name of the set will be
used as the folder name in the Photoshop Layers window. The
new "pseudo-transparency" feature allows a layered render of
objects even they are obscured by others in a scene.
With EI_Layers you can also render front and back sides
of phong transparent objects on separated layers.

The layer system is fully supported by Renderama. When you
render using the layer shaders a completed image file will
be created along with a sequence of .psd or .rpf files.
Renderama will return all of the files to the host. The
files are stitched for strip network render.

Dynamics (Physics Engine), created by ramjac Software, is a
high-performance physics system for simulating rigid body
dynamics. It is based on the full-featured, stable, mature
Open Dynamics Engine. The system is ideal for simulating
articulated rigid body systems. Examples include falling
objects, legged creatures, and stacks (or collections)
of objects. There is a hard body collision detection engine
built into the system for accurate and fast body-to-body
collisions. Set-up is easy and solutions are computed very
quickly allowing real-time preview in Animator and no impact
on Rendering time. Dynamics works entirely within Animator,
creating its own animation channels and writing its data to
the Camera control file. This makes Dynamics fully compatible
with Renderama.

Image-Based Lighting (IBL) - this powerful new feature creates
lighting and shadows based on Global Illumination Sky map image.
It allows you to match the lighting between a photograph and
yourrender or to save time by using a photograph itself as the
source of lights' color and intensity. The IBL is fully
integrated into EI GI system. All you need is to assign a
desired Sky map (typically HDRI but any texture can be used
as well) and select ”Adaptive Sky Map” mode in GI Sky panel.

Xpressionist 3.5 is the advanced scripting engine from ramjac
Software for the Electric Image Animation System (EIAS).
It enables the user to script every animatable parameter
that is available in the EIAS Animator. Uses range from
basic object parameter linking-like advanced constraints
or set driven keys to the creation of custom interfaces,
controller objects for your animation needs or custom
programming of entire animation software modules for
the most demanding animation and simulation needs. It
uses ENOCH as an expression language. ENOCH was designed
as a flavour of C and was designed to be easy to understand
an to learn. As a unique feature in the industry
Xpressionist offers direct compiling of ENOCH scripts.
The animator can bypass the bottleneck of a file translation
of his script by the interpreter of Xpressionist, but instead
compile an executable program, that will do the same task in
a fraction of the time other systems require. That allows for
the programming of custom runtime applications and makes
Xpressionist a complete and full featured software development
environment. Xpressionist comes with an additional Plugin
"Kontrolleur". Kontrolleur gives users a basic but fully
customizable interface to drive their scripted animation.
Xpressionist 3.5 also offers an SDK for 3rd party plugin
developers, who want to use or better communicate with
Xpressionist. Xpresssionist gets used all over the world
in day to day animation production.

The World Info window's Raytrace tab now contains both:
raytrace reflection sky maps and raytrace refraction sky maps.
If a ray is cast and does not hit any objects, these maps can
be used to assign a color to the ray for reflected and
refracted rays respectively. Effectively, you can use
these maps as skydomes environments around your raytraced

Three new mapping projection types have been added in
order to allow you to work with the large number of existing
HDR files on the web. These include: SkyDome, LightProbe,
and VertCross. These options appear automatically in the
Texture Info window for any Reflection or Sky map.

In addition to diffuse lighting, GI now can perform a
fast highlights calculation based on the Sky map
color and intensity. It’s a huge time saver for GI scenes.
Instead of ”manualyl” creating numerous auxiliary lights to
add speculars to your scene, you can derive the highlight
directly from the brightest points in the sky map.

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