BLESTARより、『Zbursh3.1 Lesson 応用編』がリリースされます。
発売は7月1日、価格は6980円。
なんと、レッスンの最後には立体出力・キャスト複製にまで挑戦しております。
BLESTARより、『Zbursh3.1 Lesson 応用編』がリリースされます。
発売は7月1日、価格は6980円。
なんと、レッスンの最後には立体出力・キャスト複製にまで挑戦しております。
3DCGソフトウェアZbrushを用いて作られたドラゴンボールのキャラクター「魔人ブウ」の紹介です。
上半身で1日、下半身でさらに数時間での製作とのことです。
2日弱で制作されたとは思えないクオリティーです。
NextLimitが、RealFlow RenderKitをアップデートしました。
変更点は「Updates for RFRK plugins for Maya, 3DS Max and XSI with improved memory management.」の一点。
e-on softwareより、景観作成アプリケーションVue 7.5がリリースされました。
価格は、Vue 7.5 xStreamが$1,495、Vue 7 xStream available からのアップグレードが $495、 Vue 7.5 Infiniteが$895、Vue 7 Infiniteからのアップグレードが$295です。
気になる方は是非チェックを。
Vue 7.5 xStream - The Integrated Solution
オートデスクが、「Hotfix - Autodesk 3ds Max 2010 - 2009.05.19」をリリースしました。
いくつかのバグが修正された模様です。
英語版を使用している方は、早めにアップデートを行いましょう。
DreamWorksは、Intelの次世代グラフィックチップ「Larrabee」を3D映像に利用し、2月1日に開催される「Super Bowl」のテレビ中継で流れるコマーシャルで披露するようです。
この映像では、最近開発された立体視のできる映像を3Dメガネを使ってみるようで、臨場感を体感できるとのこと。
「Larrabee」の開発者Katzenberg氏は「Larrabeeは、われわれが達成できる限界を2倍や3倍どころか20倍にも引き上げてくれる」とコメントしているので、期待したいと思います。
詳しくはこちら物理法則の働く仮想空間内で部品を組み合わせてボールをゴールまで運んだり、ベルを鳴らすからくり装置を作って遊ぶ「あそぶつり」というソフトがあるようです。
部品の形は丸・棒・四角の3種類で、ドラッグ操作で位置や角度、大きさを自由に変更でき、複数の部品を接続することが可能なうえ、接続部は固定・可動を指定することもできるとのこと。
"ピタゴラ装置"のようなものが作成可能なようで、遊びながら物理法則を体感できるの点がいいですね。
詳しくはこちら日曜大工で何かを作ろうとした時、事前に必要な部品や出来上がりのイメージが確認できたらいいですよね。そんな確認がpc上で作成しながらできるソフト「2xBuilder」があるようです。
3dソフトと同じで、移動など直感的な操作が可能で、正面や横からの視点変更も出来るようです。設計する際は、まず部品に使いたい木材をダイアログで選択して設計画面へ追加し、好きな場所へ移動回転させる。このソフトには木材の2×4材といった一般的な規格のものが用意されているほか、任意の大きさの木材を登録することもできるとのこと。
詳しくはこちら米Microsoftは、3Dモデリングソフト「trueSpace 7.6」を無償配布するようです。trueSpaceはMicrosoftが2月に買収した米Caligariの製品で、美しいレンダリングと、技術者以外でも簡単に扱うことができるユーザーインタフェースが特徴のようです。Microsoftの地図サービスVirtual Earthに無償提供されるtrueSpace内で作成した3Dモデルを直接書き出す機能が追加されているとのこと。
詳しくはこちら「イオン・ヒューマン」は2次元の写真を80秒程度で処理し、7〜8万ポリゴンのリアルな3次元顔画像を作ることができる。
また、ジャッキー・チェンのようなアジア人顔を、見た目は本人のまま西洋人顔に変えてしまったり、女性にしたり、あるいは若くしたり、実際以上に老けさせたりといったことができる機能も搭載している。
これからもっと発展していく3D技術に期待したい。
詳細はこちらI found a pretty good tutorial how to use emitter and particles in Maya 6.0. This tutorial is quite easy and you get a very simple overview using particles.
(1) Preparation
- download file: shower.zip
- set this project: File > Project > Set ... and open the scene shower.mb
- change Timeline Preferences: Window > Settings/Preferences > Preferences > Timeline > Playback Speed > Play Every Frame, Playback by > 1.0
(2) Creating an emitter
- Dynamics Menue (Shortcut F4): Particles > Create Emitter
The emitter (consists of two nodes: emitter, particles) will be created at the point of origin. You can move this emitter like any other object in Maya. We want to move (Shortcut w) this emitter in front of the shower head. Later we will move this into the shower head.
For better orientation we will name this emitter showerEmitter.
Please change the playback range to 500, go to the first frame and press play to see the result of our created emitter. We can see, that the emitter spreads out the particles in every direction.
During the next steps we want to change the attributes of the emitter to look the particles like waterdrops.
(3) Changing emitter's attributes
You can change the emitter's attributes in the Attribute Editor (Shortcut Ctrl+a) or at the Channel Box on the right side of the window. At first we want to change the type of emitter to Directional.
We play again the scene. Now, the emitter spreads all particles in one direction and we only see one line. That's because the value of the spread attribute is just 0. And the direction is also not correct because now it is horizontal. Not very natural for a shower.
We want to change direction, spread and speed of the particles by using the very comfortable Show Manipulator Tool (Shortcut t).
Direction
Several coloured markers appears around the marker. We click on the blue circle until you can read Direction. We can now change the direction coordinates. Click at the blue square to activate the move tool and change the y-axes 45° towards the emitter so that the xyz-coordinates are now 1,-1.5,0.
Spread
We click again the blue circle until we can read Spread and change the value to 0.35 . The particles will be spread in the space of this generated cone.
Speed
The last attribute to change in this mode is the speed. We click again the blue circle until we can read Speed and drag the value to 5.
We play our animation again. The direction of our water jet is now ok. But the particles are still very un-real. We want to change the attributes of the particles which are now like points. But we want to have kind of streaks.
(4) Changing particles' attributes
We open the Attribute Editor of the emitter (select editor and then Shortcut Ctrl+a) and go to the tab particleShape1. We change Render Attributes > Particle Render Type to Streak.
We want to change more attributes. Please, press Current Render Type and change Line Width to 2 and Tail Size to 9. Try out different values to find out the meanig of these two attributes. You can see it very well.
As water is blue we also change the color Add Dynamics Attributes > Color. We select Add Per Object Attribute and press Add Attribut. We have now three new attributes for the colors red, green and blue. We use the value 0,0.2,1.0 to change the watercolor into a nice blue.
Let's play our animation again. Very nice but still not perfect. Our particles fall down very un-real and the drops go through the bath tab.
(5) Creating a gravitation field and using Collision Events
A gravition field will our particles fall down in a more realistic way. To create a gravitation field simply select the particles (NOT the emitter! You can select only particles with the outliner window: Window > Outliner) then go to the menue Fields > Gravity. Try out again our animation and see the results. Our water falls down quite natural but the effect is a little bit too strong so we change the Magnitude of this gravity field to 4.5.
But still the water goes through the bath tab. To avoid this effect we want to make a collide. This is again very easy as Maya has a function to do this. Select particles and the bath tab, go to the menue Particles > Make Collide. When we play our animation we'll see that the drops bounces of the bath tab. The effect is very strong so that the drops splash over the bath tab. We want to reducethis effect by changing the attributes of the created geoConnector (created by the function Make Collide): Resilience, Friction. This node is the connector between our bath tab and the particles. We want to set the Resilience value to 0.5 and the Friction Value to 0.1.
The last step is to change the particles look after they hit the bath tab. For the moment the look the same like before hitting the bath tab which is not natural. We want to create a second little particle system as kind of answer to the hit of the bath tab. With a second particle systems it is possible to change the look of our waterdrops.
Select the particles, go to menue Particles > Particle Collision Events. A new window will be opened. Be assure that particle1 is listed in the Object Box and set following values:
Type: Emit
Random # Particles: ON
Num Particles: 2
Original Particles Dies: ON
After setting these values press Create Event and Close the window. Play the animation. We see a new type of particles (the origin particles died after hitting the bath tab) whose attributes we want to change now.
We change the type of particles to MultiPoints and change the color to white (1,1,1). You can make these changes with the Attribute Editor of particle2. Select particle2 (e.g. with the Outliner) and press Ctrl+a. Please go back to point 4 if you don't remember how to change the color. It's the same way.
Because we don't want the particles love forever we change the Lifespan Mode to Random Range (you can change to this mode in Attribute Editor > Lifespan Attributes or in the Channel Box > Shapes). Set Lifespan Radom on 1.0.
OK... Now we add the gravity field and the geoConnector to let the particles behaviour like the origin particles. Select particle2 and open Window > Relationship Editor > Dynamics Relationships. When we activate to see all nodes, select our gravity field and the bath tab and close. The nodes are now connected to the particle2.
Our emitter settings are finished now and we can move the emitter into the shower head and play the animation.
Final result:

YouTubeなどの動画投稿共有サイトには山ほどライトセーバーのムービーがあります。どれもこれもかなりハイクオリティなのですが、Adobe PremierやらAdobe PhotoshopやらAdobe After Effectsなどなどの高価な編集ソフトを駆使しており、一般ユーザーでは作りたくてもそもそもソフトウェアがそろわない状態でした。
しかし、海外には気合いの入った人がいて、なんとライトセーバーを振り回すムービーを作成することのみに特化したフリーソフトを作ってしまったのです。そのソフトの名は「LSMaker」、「The LightSaber Maker program」の略のようです。
詳しくはコチラデモシーン、あるいはメガデモとは、音楽と一緒に美しいコンピュータグラフィックスアニメーションをリアルタイムに表示するというプログラム(=デモ)のこと。
その中でも最近特に注目を集めたのがこの「fr-041: debris」というデモ。何がすごいかというと、わずか177KBしかファイルサイズがないのに、圧倒的なクオリティであったため。こういう3DCGの道を目指している人にとってはかなり刺激的な内容なのではないかと。
詳しくはコチラNextLimitが、5月中旬にリリース予定のMaxwell Render v1.5についてアナウンスしました。
コアエンジンの改良による品質の向上、使用メモリを減らすことによる高解像度でのレンダリング、32bit出力のサポート、Linuxのサポートなど、様々な改良がなされています。
詳しくはコチラ(英語)オークが、V-Rayの『フリッカーフリーGI機能のテストアニメーション』を掲載しました。
リンク先のページにサンプル映像があります。
サンプルを見た限りほとんどフリッカーが出てません。ちょっと購買意欲をそそられますね。
詳しくはこちらMAXON's development team has been hard at work fine-tuning every facet of Release 10. Improvements have been made to modeling, materials, animation, and rendering, as well as to various modules. Additionally, the application has been optimized for the latest operating systems and of course, known issues of the software were promptly addressed.
This update is free for all owners of CINEMA 4D R10 and can be found in the download section."
Each time we give more, the entrants have improved their work yet again. However, we are always looking to enhance the challenges and wanted to make the 20th challenge something special. So we introduced animation and film categories. We also invited in two of the world's leading Science Fiction writers and based the challenge on one of their blockbuster novels - EON, by Greg Bear. This made it the hardest and the highest profile challenge ever.[...]"
The festival, organised by the University, celebrates creativity in animation and computer games and attracts animators, directors, students, artists, designers, writers and educators from all over the world.[...]"
Registered modo 202 customers receive the modo 203 update free of charge, and a free 30-day full-featured evaluation version is available for immediate download from www.modo3d.com. [...]"
Team members from the Max Planck Institute for Computer Science in Saarbrücken, Germany, say their technique is faster than traditional animation methods. Usually animators must design a skeleton to go inside a character and ensure its movements translate into realistic deformations of the outer surface.
"Parts of that process are very labour-intensive," says Christian Theobalt, who led the research: "We wanted to be able to go directly from the desired motion to animating your character."
Theobalt and colleagues Edilson de Aguiar, Carsten Stoll and Hans-Peter Seidel have made that possible. They can directly animate 3D laser scans of people using the motion of another individual collected using motion capture or using the pre-programmed motion of another character.
Beyond the remarkable tutorials, we delve into the artist's past experiences to give greater insight into their personal and professional work and also the foundations of their success. An invited artist gallery provides the opportunity for the master artists to single out inspirational artists and commentate on the character work of the greater cg community.
New Book Previewer!
Ballistic Publishing has taken a big jump from thumbnail-sized page previews into an animated, interactive "live book preview" where you can flick through every page of d'artiste Character Modeling 2.
Pre-order and pay now to receive four limited edition prints!
Free prints are included with pre-orders of every d’artiste: Character Modeling 2 Limited Edition and the first 300 slipcased editions. Each print is 220 x 297mm and finished to the highest quality on 190gsm stock.
About the artists
Kevin Lanning started creating art at a very early age drawing and sculpting. He received a half-ride scholarship at the Art Institute of Dallas graduating with a Degree in Computer Animation. Thanks to online exposure Kevin received commission work including character art for several commercials. This led to his discovery by Epic Games where he was hired as a full-time artist to create art assets for their next-gen game technology Unreal Engine 3. For the past four years Kevin has been working as a Character and Creature Modeler at Epic Games. His most recent work can be seen in Epic’s blockbuster hit for the Xbox 360, ‘Gears of War’.
Zack Petroc has a Bachelor of Fine Arts degree from the Cleveland Institute of Art with a major in Sculpture and dual minor in Drawing and Digital Media. Additionally, he studied anatomy at Case School of Medicine and figure sculpture in Florence, Italy. Zack uses his strong design background as the foundation for both his traditional and digital work. Zack is currently working as a freelance Art Director and Concept Designer for feature film and games. He is also a member of the Art Director’s Guild Technology Committee and author of several training DVDs from The Gnomon Workshop.
Timur "Taron" Baysal started to work with computers at age 14 and taught himself modeling and rendering. He started his VFX career in the U.S. with Station X Studios in 1998. He then worked in several visual effects houses in the roles of animation director, head of R&D, lead animator, 3D animator and character animator among others. His feature film credits include: ‘Syriana’, ‘Reeker’, ‘The Dust Factory’, ‘Gothika’, ‘Spy Kids 2: Island of Lost Dreams’, ‘Impostor’, ‘Megiddo: The Omega Code 2’, ‘Dracula 2000’, ‘Battlefield Earth’ and ‘Dogma’. Looking for a change, Timur moved to the realm of developing 3D tools with pmG, creators of the rendering and animation environment messiah:Studio.
d'artiste Character Modeling 2 Limited Edition
Like all of our previous d'artiste titles, Character Modeling 2 is also available in a leather-bound Limited Edition. These editions come with an individually-numbered gold seal certificate of authenticity and are strictly limited to the first 200 customers. The Limited Editions also come with a set of four limited prints featuring the work of the featured artists.
Thanks to Kevin, Taron and Zack for helping to create a remarkable character modeling resource. Thanks also to all the artists who entered artwork for d'artiste Character Modeling 2. We hope you enjoy more of the world's best examples of character modeling!
» Maya Modeling Techniques: Werewolves
» mental ray Nodes in Maya
» Shave and a Haircut for Maya
MoI is currently in open beta release. If you're looking for a fresh, fluid way to draw and create CAD-accurate 3D models, then download the beta and give it a try! Also, please drop by the discussion forum to give any feedback.
Read the interview about MoI and Triple Squid Software Design.
The mental mill Artist Edition software enables artists to develop, test and maintain shaders through an intuitive GUI with real-time visual feedback, without the need for programming skills. Complex cooperating shader networks for generating photorealistic effects can also be captured together by artists without any programming knowledge.
1. You can create your own filters. Filter Forge comes with a visual node-based editor allowing you to create your own filters – textures, effects, distortions, backgrounds, frames, you name it. All filters automatically support 16- and 32-bit modes in Photoshop, real-world HDRI lighting, bump and normal maps, huge resolutions and seamless tiling.
2. Anyone can submit filters to our online Filter Library where other users can download them – for free. This means that the more people use Filter Forge, the better it gets. Currently, the library contains 1738 user-created filters.
3. Contributors get Filter Forge for free. You submit filters, they get popular with the users, we send you a free copy of Filter Forge. Sounds simple but don't expect a giveaway, you will have to earn it.
on the weekend I stumbeled over a thread announcing Zbrush 3.0. They first wanted to release ZBrush 2.5, but because the new ZBrush has so many amazing new features they simply titled it 3.0. It took Pixologic more than 2 years to develop the successor of 2.0 and all the beta testers already fell in love with the new 3.0.
So here is the announcement as posted on ZBrushCentral:
And here is the direct link to the trailer:
ENJOY!!
The Gnomon Workshop is pleased to announce the release of two new Maya training DVDs. 'Introduction to Maya' by Alex Alvarez gives new users a thorough walkthrough of Maya's user interface, architecture, object manipulation and scene management. John Clark's 'Underwater Environments' showcases his dynamic effects techniques for developing an animated effects shot."
3DTotalが、チュートリアル『Jaymz Rockstar Modeling』(著者:Deniz Ozemre)を掲載しました。メタリカのジェームズ・ヘットフィールドがギターを持って歌っているシーンを作成するチュートリアル。Hair and Furによる髪の毛や髭の作成、Maxwell Renderによるマテリアル設定やライティングなどについて書かれています。
HALLUCINOより
web3DのMaxwell Render レビューとあわせて読まれるのが良いかと思います。
MaxwellRender レビュー 詳しくはコチラInteroperability
With Autodesk® 3ds Max® 9 Extension: Productivity Booster software, you now have more powerful support for AutoCAD® and Revit® software files, including support for AutoCAD 2008 and Revit 2008 versions. New DWG™ import options and an optimized import memory management system make the software easier to use and dramatically improve import performance―making it possible to import large files with complex scenes and many objects. The new Select Similar feature parses object metadata to isolate objects with similar characteristics, making simple work of identifying and changing multiple objects in a scene.
Performance
3ds Max 9 Extension: Productivity Booster includes more than 30 productivity enhancements in the following areas, among others:
* Modelling
* Texturing
* Rendering
* Programming
* Animation
* Biped
Compatibility
With 3ds Max 9 Extension: Productivity Booster, 3ds Max 9 software is officially compatible with Microsoft® Windows Vista™ 32-bit and 64-bit operating systems, and Microsoft DirectX® 10 platform.
" LINK/a>
"(February 20, 2007) Synthe FX, LLC has announced the immediate availability of DashRender 1.1, a Dashboard Widget for rendering Autodesk Maya scene files on Mac OS X. This new version brings the single-most requested feature, email message alerts, as well as a complete rewrite of it's core functions as a Cocoa plugin, resulting in major performance gains.
With an simple interface that is quick and easy to use, you will be rendering and keeping track of Maya renders like never before. No more fumbling around with writing commands in the terminal, only to result in frustrating syntax errors. Simply drag and drop your scene file onto the widget, and click render. That's it.
DashRender respects the settings and paths that users have already set up in their Maya scenes. Users can also set "per-render" options such as render size, start and end frames, performance settings, and also now have the ability to send email message alerts on render completion and errors.
Availability
DashRender can be purchased for download immediately from the Synthe FX web site. A special introductory price of $15.00 US Dollars has been extended until March 15, 2007. For more information, screenshots, and demo movies of this product in action, please see the DashRender specific product page Here.
About Synthe FX
Synthe FX, LLC is an independent software and animation company, which was founded in 2006 with the aim of creating tools for the next generation of new media artists. They specialize in developing professional, easy to use software for the broadcast, film, video game, and related entertainment markets. For more information visit http://www.synthe-fx.com.
Much appreciated are the new Mesh Sculpt and Retopo painting tools. Artists using CVS versions have created amazing models with it already. But seven months of development time have resulted in a giant list of features & improvement & fixes, as you can find below.[...]"
For those who don't know what Mudbox is:
"Mudbox is the first advanced, high resolution brush-based 3D sculpting software that is built from the ground up to address the needs of the professional digital sculptor.
Designed by production artists for production artists, Mudbox introduces new ideas and combines familiar concepts in fresh ways to offer a unique solution for high-end commercial modeling and design.
With its friendly interface, consistent structure, respect for industry convention, and a "get it done" focus, Mudbox is quick to learn and easy to use, integrating seamlessly with existing pipelines. Digital artists with previous 3D experience are quickly productive in Mudbox with minimal or even no orientation."
VRMesh v3.5 introduces new functionality that is aimed to increase the performance of the complete reverse modeling workflow. New key features include:
* Global Registration: It does accurate registration in a few minutes on a regular PC..
* Inspection: It generates color-mapped objects to illustrate deviations, and allows users to export the information to Microsoft Word/Excel.
* Measurement: It measures and annotates the information of point, point-to-point distance, and angle between two rays with widget tools.
In short, VRMesh is a powerful, convenient tool that can be included with 3D scanners and RP systems for a broad range of applications, such as automotive, consumer products, medical and dental, education, etc. Website
Maya 8.5 Bonus Tools for Windows, Linux and Mac OS X is available for download now:
You have to login on order to download!
Partial Feature List: * Preselection Highlighting Components highlight as you hover your cursor over them, so you'll know exactly what you'll be selecting before you click. The highlights also find the closest component to your cursor so that you don't have to be meticulous about creating component selections. Highlighting is integrated throughout the entire NEX toolset, including the interactive Extrude, Bevel, Target Weld, Tweak, Transform, Pivot Adjustment, Soft Selections, and Quad Draw. * Fully Integrated Ring / Loop selection Quickly select a full or partial loop/ring of any component type (vertex, edge, or face) within any mode (select, move, rotate, or scale) simply by double-clicking. Watch the first video to see this feature in action. * Other selection features Raycast Selection, Component Selection Preservation, Select Similar, and a fully integrated Soft Selection tool are just a few of the other selection features. * Slide Components Slide any component type (edge, vertex, face) along the surface of your mesh with any transform tool (move, rotate, or scale). Slide is integrated within NEX as a coordinate space but you can also use the quick Shift + Middle-click-drag hotkey to slide along the active axis. On high resolution meshes, combine the NEX Soft Selection option with Slide for even greater power. * Custom Coordinate Space Move, Rotate, and Scale your components along any direction or position. Want to move faces along another face normal? Within the NEX Custom Pivot mode, hold Ctrl+Click to define your Custom Coordinate Space. * Interactive and Integrated Vertex, Edge, and Face Extrusion and Edge Bevel * Vertex Locking Lock vertices from being transformed. This is especially useful when dealing with symmetry, where the center row of verts should stay put. * Quad Draw Creating polygons has never been more fun. With Quad Draw you can create, delete, split, and connect faces together. Create your polygon surface on the grid or import a reference mesh and rebuild its topology to make an animation ready mesh in minutes. * Tweak Within any transform tool, you can quickly tweak components along any axis. * Integrated completely within Maya Very versatile options dialog -- change every default option and behavior of NEX. * Other Misc features Safe Frame, Automatic Texture updates, fully customized Tab Key, Caps Lock Heads up Display element, Dynamically movable Marquee, Target Weld, Interactive Object Duplication, Custom Hotbox Marking Menu, plus many, many more... For more information and to download NEX, click here:
「シルバニアファミリー」製作委員会は18日、シルバニアファミリーの3DCGアニメを製作すると発表した。
女子向け玩具として1985年の発売以来、7,800万体、延べ2,500万人以上が買ったといわれている同商品の本格的なアニメ化は、今回が初めてとなる。
詳しくはコチラfRimage, QMC, and Hyper GI!
FumeFX is a powerful fluid dynamics engine designed for the simulation and rendering of realistic fire, smoke, explosion, and other gaseous phenomena. It’s versatility, robustness, and intuitive workflow make it a perfect solution for even the most demanding tasks in the computer graphics industry.



3ds max 用プラグインです。
モーションキャプチャとあわせて使用すると効果的かも。
以下 HALLCINO (http://www.maxuser.com/)より抜粋
キャラクタオブジェクトに対して、皮膚のスライディング、筋肉による盛り上がり、脂肪などによる揺れなどの変形を与えるプラグインです。スキンモディファイヤやPhysiqueの上にSkin FXモディファイヤを適用し、スキン、Physiqueの変形に対してさらに修飾を加える、という形で使用します。また、変形をコントロールするヘルパーオブジェクトは球状、カプセル状の他、筋肉形状、自由な形状の編集可能メッシュを使用することができます。
詳しくはコチラへ(英語)実はLightwaveでのマテリアル設定でツリー形式でできるものはないかと捜している途中で見つけたものです。
Lightwave上で使える TB's ShaderTreeもあるのでLightwaveだけでの使用ならこっちの法が良さそうですね、、
DeepShadeは現在LightwaveとRendermanに対応しています。現在テスト版ですがMaxとMayaに対応すれば更に使えますね(というか対応してほしい)。
キャンペーン期間:2005年2月14日〜2005年3月31日まで
昨日7月21日にVer8.2.2がリリースされました。なんとフリーソフトです。かなり前に使ったので詳しくは言えませんが、数値地図をDXFで書き出せたと思います。
下記の不具合が修正されています。
・[面を滑らかに表示する]をOFFにしてCatmull-Clark曲面を使うとエラーが発生する
・3DS形式で出力したファイルを3ds maxで読み込むとUVが失われる
あと「ブーリアン」プラグインが収録されているようです。
フリー版もあるので試してみてはいかがでしょうか。
フリー版では下記の機能が制限なしで使えます。
・Vrayレイトレーシング反射・屈折マップ
(ぼやけた反射および屈折可能) 。
・パストレーシングGI(モンテカルロ・レイトレーシング)
。
・イラディアンスマップ方式のGI(グローバルイルミネーション)。
・イラディアンスの再利用不可 。
・スカイライト対応 。
・3Dデプス・オブ・フィールド(DOF,被写界深度) 。
・固定、シンプル2レベル、アダプティブの3種のアンチエイリアシング 。
・VRayShadow(ソフトシャドウ対応) 。