Monday 10 September 2012

V-Ray Fly-through Animations with Indirect Illumination







Do you always have the problem when creating nice photo realistic animations? Do you find that your render of the animation flickers? That you always get a lot of moving color blotches etc? In this tutorial I want to show you how to create smooth, flicker-free animations using the tip of pre-rendering your Indirect Illumination pass, and re-using it for you final rendering.

This useful trick is only applicable to situations where the objects in the scene are static, which means no moving object or characters. It is commonly used for fly-through animations, Arch-Viz's and similar situations.

For this tutorial I have created a very simple scene, just to show you guys how I set up my scene. Other than that I will talk about linear workflow (LWF) and how to set it up correctly.




Wednesday 5 September 2012

The Gnomon Workshop - Creating Trees in Maya/Paint Effects - Forest Techniques Part 3






Forest Techniques, part Three with Alex Alvarez | 3.76 GB

Professional Series: Creating Character Variation with Texture Maps - Digital-Tutors




Digital-Tutors – Professional Series: Creating Character Variation with Texture Maps

Digital-Tutors – Modeling a Detailed Ship in Maya





Digital-Tutors – Creative Development: Modeling a Detailed Ship in Maya

Create Awesome Cloth Simulations using nDynamics

  Dynamics simulations can be a powerful tool when trying to generate realistic looking effects that would be very difficult to achieve manually. In this tutorial you will learn how to use nDynamics’ passive colliders and ncloth objects, in conjunction with fields like air and gravity, to easily simulate realistic dynamic objects such as a windy flag or a water container.
 
 
 
Final Result



Step 1

Go to “Create > Polygon Primitives > Plane”.



Step 2

Create a plane that matches the size of a flag and rotate it by ’90′ degrees.



Step 3

Open the Attributes Editor for the plane, name it, and increase the “Subdivisions Width” to ’30′, and the “Subdivisions Height” to ’50′.



Step 4

Your plane should now look like this:



Step 5

Go to “Create > Polygon Primitives > Cylinder”



Step 6

Position the cylinder, and scale it to match the size of a flag pole.



Step 7

Select all the top faces of the pole.



Step 8

With the faces still selected, got to “Polygons > Edit Mesh > Extrude”.



Step 9

Extrude those faces until you get a nice pole shape.



Step 10

Select the top vertex of the pole.



Step 11

Use the move tool to position the vertex.



Step 12

Go to “Window > Rendering Editors > Hypershade”.



Step 13

With “Create mental ray Nodes” active, create a new “mia_material_x”.



Step 14

Open the Attributes Editor of the material you just created, name it, select the preset called “Copper”, and adjust the “Diffuse” and “Reflection” colors accordingly.



Step 15

Apply the material to the pole.



Step 16

Go to “Window > Rendering Editors > Hypershade” again.



Step 17

With “Create mental ray Nodes active”, create a new “mia_material_x”.



Step 18

Go to the Attributes Editor of the material, name it, and decrease the “Reflectivity” value to ’0′.



Step 19

Click on the checkerboard button, to the right of the “Diffuse” color value, to open the “File” browser window.



Step 20

The Attributes Editor should now change. Select the image you want to use to texture the flag.



Step 21

Apply the material to the flag, and with the flag selected go to “Create UV´s > Planar Mapping”.



Step 22

Select the option highlighted below so you can see if the texture looks good.



Step 23

If your texture looks bad like mine, go to “Create UV´s > Planar Mapping (settings)”.



Step 24

This will open a new window where you can change the projection axis to whatever works for your scene, and then click “Project”.

 
 
 
 
To Continue with this Tutorials:  http://www.preciux.com/showthread.php?t=166


Animate a Logo Forming from Particles

Final Product
 


Duplicate special causes rendering problems in Maya

In this video we’re going to look at a question from one of our users, hobbles, on how we can fix a seam caused by the Duplicate Special operation.

 
Link Exchange With Preciux Maya Tutorials