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RenderStuff, free 3d stuff library

RenderStuff, free 3d stuff library

News Информационный ресурс по компьютерной графике и анимации | 3D, 2D галереи, уроки, все для CG художника A complete IOR list Here's a long list with ior values you can use when you create various materials and liquids and much more. This is a compilation of various ior lists scattered all around the web, so there may be duplicates in the list but they're there for comparison purposes and so you can pick either ior value that fits your specific needs. I hope this long list will be useful for someone.. Transparent materials Eye, Aqueous humor 1.33 Eye, Cornea 1.38 Eye, Lens 1.41 Eye, Vitreous humor 1.34 Glass, Arsenic Trisulfide 2.04 Glass, Crown (common) 1.52 Glass, Flint, 29% lead 1.569 Glass, Flint, 55% lead 1.669 Glass, Flint, 71% lead 1.805 Glass, Fused Silica 1.459 Glass, Pyrex 1.474 Lucite 1.495 Nylon 1.53 Obsidian 1.50 Plastic 1.460 - 1.55 Plexiglas 1.488 Salt 1.516 Metals Aluminum 1.39 Copper 2.43 Gold 0.166 Mylar 1.65 Nickel 1.08 Platinum 2.33 Silver 1.35 Titanium 2.16 / Magnus

Antialiasing and Color mapping in VRay tutorial This article is written for V-Ray 3d rendering plugin version 1.5. You may find that some particular interface options have different names, are implemented elsewhere, or not applicable for the newest V-Ray and another software. Regardless of that, current article is written in educational story style and can be useful for anyone interested in 3d rendering concepts and methods. This tutorial tells about the settings of the V-Ray tab of the Render Scene: (F10) window and answers the following questions: - What are the best universal settings for V-Ray interior rendering? - How to setup Vray for good exterior renderings? - What is the optimal settings combination for quality V-Ray product visualization? - How to make the basic start AA settings setup for Vray render? Universality myths Hi everybody. In this tutorial, we will look into the one of the fundamental and, probably, the most controversial and frequently raised subjects in the 3d rendering. Start V-Ray settings Getting started So...

BlenderArt Magazine - Release Page CG Daily News Topic: IOR (Index of Refraction) Values posted by Jon Reynolds archived on 11.3.2003 Follow-ups This list is under construction please e-mail any discrepancies --Jon > print this entry Indirect illumination VRay tutorial Hello! We are pleased to share with you a new portion of 3d stuff. Continuing the theme of the correct configuration of V-Ray renderer, in this and the following three tutorials, we look into the second important part of V-Ray settings, the Indirect illumination. This tutorial answers the following questions: - What is the indirect illumination? - How do indirect lighting looks in nature? - How does the global illumination differ from the secondary? - What are the diffuse reflected rays? - How the GI algorithm implemented in computer graphics? - What are the primary bounces and how they differ from the secondary ones? - How the hemispheric diffuse reflections look schematically? - How to setup the GI in Vray on practice? - How the global illumination affects the overall scene lighting? - What is color bleeding and how to fight with it? - What are the GI caustics? - What are the correct values for the primaries and secondaries? Introduction Indirect illumination in nature Why is this happening?

2009 novembre « Imppao’s Weblog nov30 Bonjour à tous, dans le prochain tuto vidéo sur inkscape, nous verrons comment réaliser ce type d’illustration on utilisera quelques nouvelles fonctionnalités d’inkscape 0.47 le fichier .svg est là nov25 Mise à jour 13/10/10 Une version est disponible pour les MAC PPC sous tiger :) à cette adresse : LA version 0.47 de inkscape est sortie, et c’est une bonne nouvelle,le seul hic, c’est qu’elle ne fonctionne pas avec les versions de mac inférieur à la 10.5 :( Pour télécharger inkscape c’est par là -> nov24 Autrement deux formations payantes que j’ai testées (vraiment bien) FormaCD N°24 : Formation Blender Animation (20 €) FormaCD N°16 : Formation Blender – BASICS (20 €) Tuto vidéo en anglais : (excellent) j’en profite pour vous montrer un exemple que j’ai réalisé à partir d’un des tutos du site cgcookies nov16 nov14 Le fichier .svg ici

Irradiance Map VRay tutorial Hello everyone! We continue to setting up the global illumination in V-Ray. In the previous tutorial on the general setups and the principles of Indirect Illumination, we have learned what the global illumination is and why is it needed. This tutorial answers the following questions: - How does Brute force GI engine work? - Where is the Quasi-Monte Carlo GI engine gone? - How does the Irradiance Map algorithm work? - How does the three-dimensional irradiance map look like? - How IM detects the details of the scene? - What is IM prepass? - Why we should not set the same values of Min and Max rate? - How does Detail enhancement option in the Irradiance Map work? - What Multipass does? - What value of interpolation gives smooth, but detailed Irradiance Map? - Why there may be bright light spots on the rendering and how to get rid of them? Indifferent Brute force GI Secondary bounces is the value that specifies how many times will the secondary rays interreflect further. Adaptive Irradiance map Interp.

Vers sculptris-comme la sculpture!Code Tinker « Hi :) As my new year surprise for the community I will show you my recent advances in the subdivision algorithm for Unlimited Clay: now those ugly long and thin stretched triangles belong to the past! hope you like it :) PS: before you ask, no, this is still not committed to my branch: there´s a bunch of issues not shown in this video that will prevent this for public usage yet but don´t worry, I´m working very hard to get as soon as possible a public build! Best wishes for this new year! Farsthary note from the blog’s maintainer (Lapinou) : Farsthary has been working on the unlimited clay algorithms during many monthes (so he doesn’t just tinker code, he also polishes it!) Thanks to the new skills in the mesh editing field he is learning, he will than be able to tackle the surface generation tool for fluid particles with more maturity (better designed code, etc) Like this: Like Loading...

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