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A new relighting effect is introduced in Action: Blooming. Similar to the workflow of Lens Flares and Rays in Action, a Blooming node is attached to a light in the scene to help define highlight areas that generate a glowing effect. You can also add textures to stamp a blooming node with particular patterns, such as streaks and glints. See Relighting: Blooming. |
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Improvements to the Lens Flare Object There have been various improvements made to the Lens Flare object:
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Improvements to the Rays Object The Rays object can now be completely slave-controlled by the parent light and its parameters. In this mode, the Rays will follow the orientation of the light, its spread and fall-off, creating a visible spot-light effect in Action's 3D space. In order for the light to control the spread, the falloff and the orientation of the Rays, you must disable the Free option under the Pivot of the Rays object. The pivot will no longer control the orientation of the rays. Instead, its relative distance to the light will affect the distribution of intensity within the "cone of light" drawn by the Rays. If Free is enabled, the pivot point position is completely free and is dictated by Pivot X, Y and Z parameters (as was the case in the previous version). |
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Improvements to the Media List Workflow There are various improvements made to the Action's Media List workflow:
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GPU-based Displacement Mapping Displacement mapping in Action now offers a GPU hardware mode in addition to the already existing software mode (which remains unchanged). In the Displacement menu, a pop-up allows you to switch between HW Displace and the legacy SW Displace. When in HW Displace mode, the UI options are aligned with the controls available in other texture maps. Adjusting the parameters in Hardware Displacement is also faster than in Software, especially when using low resolution values in an image surface (high polygon count). |
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Use Action's new Perspective Grid node to help you with perspective alignments in your Action scene. See Action: Perspective Grid. |
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Ambient occlusion refers to the blocking of indirect or diffuse light on an object. It refers to the darker areas of the object, typically creases, cracks and crevices. Ambient occlusion is caused by indirect light's inability to bounce around and illuminate areas that are blocked by a nearby object that absorbs the light rays. These subtle variations in lighting are visual clues for our eyes to detect surface details and distinctions that would otherwise be washed out and unnoticeable. Ambient occlusion adds realism to your scene by adding shadows in crevices, nooks and crannies, and so on. For each surface point, it calculates how much light is blocked by other geometry. You are now able to output the ambient occlusion of objects included in an Action output using the AO output type. This output type creates a grayscale output that is dark in areas light cannot reach and bright in areas where it can. |
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A new preference is available in the Action Setup menu. Located in the Snap To Surface section, you have the ability to enable Shift-Snap. When enabled, holding Shift while moving an object that has axis data (transformation data) will force the "Z" parameter of the object to match the depth of the pixel under the cursor. This effectively looks as if the axis is constrained to "glide" on the surface of the underlying objects in the scene. |
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