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Dropjack Web News Skitch Trek aandacht Snelle focus op wat belangrijk is met gebruik van annotaties en markeringen. Zeg het met minder woorden Maak jouw punt met vormen, pijlen en snelle tekeningen. Verplaats projecten naar voren Gebruik Skitch op je pc, tablet en telefoon om feedback te geven en ideeën te delen. pitat450 Once again I immersed myself into the wild waters of rendering engine. In the past I have written a similar tutorial covering some settings in the great YAFARAY raytracer. This time I decided to examine 'CYCLES' which I have grown very fond of lately. It has been around for some time now and it is a great FREE option for an unbiased path-tracer. It was the "Light paths" Rollout in the "Rendering tab" that I was going to examine this time. First some theory. Camera Reflection Transmission Shadow These rays are very closely connected to the type of material surface (or material's shaders). The "Light paths" rollout control the number of bounces for certain types of rays. These values all control the behavior of the light rays in the scene. Bounces Max /Bounces Min(0-1024) These values can be adjusted to limit the number of any kind of ray, be it diffuse, glossy or transmission. Diffuse (0-1024) Diffuse is the basic color of a surface. Glossy (0-1024) Transmission (0-1024) Shadow checkbox

FASHIOLISTA Kindling. Innovation software people enjoy using. Blender 101: The Modifier Encyclopedia There’s too many settings and functions in Blender to remember what each one does. And Google searches often raise more questions than they answer! Introducing the Blender 101 series! The series where we focus on a specific area of blender and show you what each function does. First up… by Anderson Baptisa Ahh the ever growing modifier panel. Which is why I’ve spent the last month, trying out every single modifier and creating examples for each… So let’s tackle each one (starting from left to right). The Modify group Mesh Cache What it does: Applies animations from external files to your objects. Why use it? To transfer a completely rigged character to another 3D application, bake an animation to disk and then play the results (like importing a realflow animation into Blender), or for re-using animations across other meshes like a stadium crowd for example. Watch a tutorial on this. UV Project Dynamically changes the UV coordinates to an object. Why use it? Watch a tutorial on this. UV Warp Array Bevel

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Anaconda — Continuum documentation Installation Instructions Linux Install These instructions explain how to install Anaconda on a Linux system. After downloading the Anaconda installer, run the following command from a terminal: $ bash Anaconda-2.x.x-Linux-x86[_64].sh After accepting the license terms, you will be asked to specify the install location (which defaults to ~/anaconda). Note: You do NOT need root privileges to install Anaconda, if you select a user writable install location, such as ~/anaconda.* After the self extraction is finished, you should add the anaconda binary directory to your PATH environment variable. As all of Anaconda is contained in a single directory, uninstalling Anaconda is easy (you simply remove the entire install location directory). Mac Install These instructions, explain how to install Anaconda on a 64-bit Mac OS X (10.5 and higher) system. After downloading the Anaconda installer, run the following command from a terminal, replacing 2.x.x with your version number: Windows Install Support

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Hubble updates to my texture library | Ni:Zu vault Below, some test renders of new textures and ‘shaders’ i just made for my texture library, by shader i just mean a texture nodegroup preset : e.g. top and bottom left use the same group ‘peeling plaster’ with different settings :brick color can be changed with a color picker , the ratio of plaster/bricks with a slider (quite simply controls a threshold node on a greyscale mask , allows to have bigger or smaller patches of visible bricks ), the plaster color and spec can be changed (plugging in another preset node) . It’s really handy to prepare such libraries as nodegroups instead of simply loading in pngs each time : to have fancy parameters like those bricks , or even just grouping col/spec/norm in a nice box , and hide some mapping nodes for box mapping scale and world offset , exposing only the useful params. On the right: some base metals, like the brick/plaster combo these are some key materials that you always need and in after project Mango i had a few things in mind to improve.