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Building Materials | SFX
Actor CreationActor CustomizationScenes & SetsFilmingMaterials & SFXRendering & OutputDeveloper Tools & Plug-ins
 
Materials
 
Texture Editing
Custom texture creation by loading image files, or launching image editing software for texture editing
 
Texture channels include diffuse, opacity (mask and alpha transparency), bump, glow, and reflection
 
Real-time display of multiple texture effects
 
Access precise UV Reference maps to view texture painting guides
 
General UV mapping methods include Plane, Box, Spherical, Cylindrical, and Capped Cylindrical
 
Tile, rotate, and offset textures for increased accuracy and flexibility of texture alignment
 
Normal map support to allow low polygon objects appear with high surface detail
 
Customize Particle Effects textures with diffuse and opacity maps.
 
UV texture animation support for 3D Studio Max plug-in
 
All the textures can be saved for further use, especially for the garment textures.
 
Load and Save (Export) texture files for characters, props and accessories.
 




 
 
G2 Clone Cloth - Custom clothing design using images
Texture template to start any clothing project
 
Create custom clothing using any image or photo editor
 
Diffuse textures add graphic design to clothing
 
Opacity textures cut Clone Cloth into custom character clothes
 
Save clothing in character library for storage and future use.
 
Export Texture images for sharing or selling as Texture Packs
 
Import texture images for instant clothing construction from packs
 

 
 
3D Blocks and Custom Texture Library
 
Combine library textures with included 3D blocks to create custom props, accessories, or scenery.
 
Instant access to 110 MB of creative textures library
 
Diffuse maps include textures for wall, ground, roof, brick, wood, metal, stone, etc.
 
Build instant 3D surface detail from Bump map libraries
 
Create shiny effects with reflective patterns
 
Generate semi-transparent effects or cut-out shapes with opacity maps
 




 
 
Editing 3D Surfaces and Billboards
Planes with no thickness can be used to simulate 2D marks, patterns and tracks, or stamp effects
 
Surface with various curves which can be used to represent curtain, table cloth, leaves and papers
 
Mask-out custom shapes simply with opacity maps
 
Billboards can always face audience when camera moves, used for creating sign board, talking bubble, produce grass, or distant tree
 

 

 
 
SFX
 
Real-time SFX creation and control of Particle System and Fog
Visual effects engine with preset library of effects and custom tools
 
Create and store custom effects using the simplified user interface for powerful particle modification
 
Import diffuse and opacity maps for unique texture effects on particles
 
Simulate weather in any scene with real-time instant weather presets
 

 
 
Particle SFX positioning and interactivity
Assign particle emitters to scene objects
 
Animated scene objects with attached particle emitters trail effects
 
Timeline control of particle emission start and stop frames
 
Group and store particles attached to props and accessories. Affect particle behavior when attached to props animation
 

 
 
Characters and Particle SFX
Assign particle emitters to any character bone segment.
 
Animate characters with SFX particle emitter trail effects
 
Use SFX modification panel to choreograph particle behavior to characters
 
Character accessories support SFX for dynamic scene elements (smoking cigar, magical sword)
 

 
 
SFX rendering
Real-time instant preview playback of SFX scene elements
 
Alpha, Addition or Subtraction SFX scene blending modes
 
Output SFX for use in iClone scenes or as Post effects generator exported as alpha-channeled video
 
Add multiple SFX elements to the scene with enhanced real-time performance
 
  iClone 2 Feature Illustration
Particle parameters

Texture:
The animation here illustrates two kinds of particles from emitters. The left one maps merely the diffuse texture to the particles while the right one maps both diffuse and opacity textures to the particles.

Start/End color:
In this illustration, there are five leaves with start color set to be white and the end color set to be white, yellow, green, red, and black.
White keeps the original color of the texture while the others blend themselves with the texture..

Start/End opacity:
The maple leaf in this illustration turn to be transparent gradually since the start/end opacity is set to be 255/0.

Blend mode:
Three modes construct this group. They are Alpha, Addition, and Subtraction.

Alpha:

Show the original texture of the particle. No blending.

Addition:
Each particle will be blended with the background objects by RGB value.

 

Subtraction:
Each particle will be subtracted with the background objects by RGB value.

Size: The Start/End sizes in these two illustrations are (10 x 10 to 10 x 10) and (3 x 3 to 30 x 30).


(10 x 10 to 10 x 10)

(3 x 3 to 30 x 30)

Rotate:
These two illustrations show how the values affect the direction and the speed of the rotation. The larger the number is, the faster particle rotates. The sign in front of the number decides the direction. "+" means CW while "-" means CCW.


Rotate values for emitter1 and emitter2 = (+10, +70)

 
Rotate values for emitter1 and emitter2 = (-10, -70)

 
Rotate values for emitter1 only = (-70 to +70). You will see that each particle rotates individually.

Life (Frame):
In the first animation, the life time for each particle is set to be as long as the project. In the second one, however, is set to be varied between the range from 10 to 150 frames randomly. Therefore, some of the particles live longer and the others are eliminated soon.


(Life frame range= 10 to 150 frames)

(Life frame range = 150 to 150 frames)

Force:
There are two force fields affect the movement of the particles. It is global, so even the direction of the emitters altered, the force sustains.


(Gravity Z = 0, Wind Z = 0)
 
(Gravity Z = -33, Wind Z = 0)
 
(Gravity Z = 0, Wind Z = -500)
 
Emitter parameter illustrations

Start/End Frame:
Motion: Right hand animation applied. (Hand animation template: count2)
Emitters: (fire1, fire2, fire3, fire4) link to four fingers of the character.
Start Frame for each emitter linked to finger: (50, 100, 157, 220).
End Frame for each emitter linked to finger: (300, 350, 407, 470).

Quota and Emit Rate:
In this animation, the quota for the emitter is 10 but the emit rate is 100. Therefore, when the number of the living particle is 10, the emitter is forced to pause.

Quota = 10, Emit Rate = 100 particles/sec

Emitter Volume:
In this animation, the pink box's dimension varies along with the XYZ parameters to simulate the range containing the emitters.

Volume (X, Y, Z)= (100, 100, 100) to (100, 100, 0) to (100, 0, 100) to (0, 100, 100)

Direction:
In these illustrations, you will see how the parameters affect the directions of the emitters to send off the particles. The direction is decided by the Longitude-Latitude system.


(Longitude = 0, Latitude = 0)
 
(Longitude = 0, Latitude = 90)
 
(Longitude = 0, Latitude = -45)
         

(Longitude = 90, Latitude = 0)
 
(Longitude = -135, Latitude = 0)
   

Spread and Diagonal:
In this animation, please notice that the blue line indicates the angle of the Diagonal. (0 to 90)
The red and blue lines indicate the value of Spread, when Diagonal equals to 0.

Velocity:
The first illustration contains an emitter sending off particles in the velocity of 250. The second one, 500.


(Velocity = 250)

(Velocity = 500)

Direction Randomness:

These two animations illustrate how the randomness values decide the distortion of the paths for particles to move along.


(Direction Randomness = 0)

(Direction Randomness = 60)
 
 
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