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Rendering Mental Ray: Final Gather Theory Many render engines don't calculate reflections of the light. To be more precise: they don't calculate the diffuse reflections. Mental Ray offers a method that allows to calculate these diffuse light reflections: Final Gather. Final Gather works best for scenes that have (relative) uniformly distributed light, typically: daylight exteriors and interior scenes with a fairly large area for incoming daylight or other lightsources with a large area. With Final Gather the calculations of light are divided in two components: Direct Illumination Indirect Illumination Indirect Illumination from other surfaces (light bounces of direct light) Indirect Illumination from the environment (eg: skydome) Direct Illumination the light from (active) light sources, such as a pointlight, directional light, etc. Indirect Illumination light from other surfaces (reflected light) or the environment Final Gathering diagram In the second stage, Final Gather really kicks in. Workflow Indirect illumination Value:

Photoshop Offset Filter – Making Seamless Textures | DesignBash Today we will be working with the offset filter in Photoshop to help create a seamless textured pattern. If you ever find yourself trying to make repeatable patterns for the web, then you’ll definitely want to follow this quick tutorial. I’ll be using a random texture that I found somewhere on the internet, you can grab it here (click on the thumb for the full size): Download Jute Texture Step 1 – Setup Your Photoshop Document Go ahead and create a new photoshop document that is 600px by 600px. Step 2 – Paste in the Jute Texture Next you need to paste in the jute texture. Step 3 – Using the Offset Filter Now comes the fun part! Step 4 – Smooth the Divisions This is the hardest part of making seamless textures. Method #1 – (I found this works better for this texture) Copy areas of the texture that have no seam and paste them (in a new layer) on top of the seams. Method #2 Use the clone tool to remove the seamsIf you find things are blurry use the sharpen tool to make things fit properly.

murphy's law Kagi WHEREAS, University is the owner of certain computer programs and supporting documentation arising from research funded in part by the U.S. Government; and WHEREAS, Licensee desires to license the intellectual property and supporting documentation; NOW, THEREFORE, in view of the above premises and in consideration of the terms and conditions set forth below, University and Licensee agree as follows: 1.1 "Author" shall collectively mean Paul Debevec, Chris Tchou and Timothy Hawkins. 1.2 "Object Code" means machine-readable, executable code of a computer program. 1.3 "Effective Date" means the date as of which the Licensee has assented to this Agreement by pressing the "accept" button below. 1.4 "Licensed Program" means a computer program in object code form which embodies "HDR Shop 2.0", as defined in USC File No. 3177. 3.1 This Agreement is entered into for good and valuable consideration, receipt of which is hereby acknowledged. 5.6 Surviving any termination are: 8.2 Headings. 8.4 Export.

mini cooper | rethinkfx Mini Cooper Saturday 17th May 2003 Related Pages Social Media About Me I’m Ben Cowell-Thomas. Contact Me Texturing with UVW & Unwrap UVW Maps By Stealth_Snake | 3D Studio Max | Intermediate This tutorial will teach you a couple of methods to use to texture your objects in 3D Studio Max. Texturing an object is understood as the process of adding skin and colour to an object. We are going to use UVW and Unwrap UVW Maps to texture our objects in this tutorial. The point of this tutorial is to teach you how to apply textures to models that you have already created. To follow this tutorial please download this file. The first part of this tutorial will teach you how to texture using UVW and UnWrap UVW Maps. Open the file that you downloaded, you should see the model on the screen. Hiding objects that you are not using gives you more spaces and speeds up the viewport updates. Use We will start by applying generic materials to distinguish between the different parts of the model, we have to create these before we apply them. Notice that you get 10 Sub-Materials by default, change that to 6 and click on "Set Number". Multi/Sub-Object. Patentability and Democracy in Europe Wills Maya GI Tweaking Guide 1 Copyright (C) Will Smith , July 2003 All text and models released under the Gnu Free Documentation License, with no invariant sections, and the Public Documentation License. Introduction Maya 5.0 introduces mental ray renderer built in. For the first time, global illumination and caustics are easily accessible to Maya users. This guide documents some common mistakes when using GI (I learnt from making them myself). I am by no means an expert on GI, so this is only Guide number 1. Rather than starting off with a scene and tweaking until we have a nice look, I will start with a scene that is as good as I can get it, then I will experiment with changing some of the settings. Credits I based the model on the model from Toni Bratincevic, which he kindly made available for download (see . System Specifications All my settings are based on a Athlon XP 1800+ on a Nvidia Nforce2 based motherboard. That's excellent.

Tracksounds:  The Film Music and Soundtrack Experience nice webs Argyll Color Management System Home Page Digital sculpting Digital sculpting, also known as Sculpt Modeling or 3D Sculpting, is the use of software that offers tools to push, pull, smooth, grab, pinch or otherwise manipulate a digital object as if it were made of a real-life substance such as clay. Sculpting Technology[edit] The geometry used in digital sculpting programs to represent the model can vary; each offers different benefits and limitations. A benefit of mesh-based programs is that they support sculpting at multiple resolutions on a single model. A benefit of voxel based sculpting is that voxels allow complete freedom over form. Uses[edit] Digital sculpting is still a relatively new method, but it has become very popular in the few years it has been around. Sculpting is primarily used in high poly organic modeling (the creation of 3D models which consist mainly of curves or irregular surfaces, as opposed to hard surface modeling).[1] Sculpting Programs[edit] There are a number of digital sculpting tools available. See also[edit]

Related:  Modeling