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All posts for the day April 20th, 2011

The release of version 2.3 marks the introduction of full 64 bit support. Significant changes include:

  • 64 bit support
  • Rendering performance in 64 bit is improved vs. current 32 bit versions
  • New colour picker
  • New node palette
  • Geometry export improvements
  • Object readers support object sequences
  • New note node
  • UI performance and workflow improvements

http://www.url-dead/file/806135604/Terragen_2_x64.rar

http://www.url-dead/file/806135594/Terragen_2_x32.rar

http://www.url-dead/file/806135574/Terragen_2_mac.zip

http://bitshare.com/files/e35yz0l9/Terragen-2-x64.rar.html

http://bitshare.com/files/big9h5zh/Terragen-2-x32.rar.html

http://bitshare.com/files/eo3g99lz/Terragen-2-mac.zip.html

http://www.fileserve.com/file/SqkSQ42/Terragen 2 x64.rar

http://www.fileserve.com/file/q2xtUCb/Terragen 2 x32.rar

http://www.fileserve.com/file/wA8FZMY/Terragen 2 mac.zip

Please take a look at my other terragen related threads

NWDA CONTENT

All preset packs

http://forum.cgpersia.com/f14/nwda-packs-terragen-2-full-preset-libary-11513/?highlight=nwda

Grass Packs

http://forum.cgpersia.com/f16/nwda-grass-packs-tgo-obj-c4d-max-28498/?highlight=nwda

Weed Packs

http://forum.cgpersia.com/f16/dandelion-chickweed-nwda-pack-obj-terragen-max-vray-formats-29311/?highlight=nwda

Drawing
cmiVFX – Houdini Smoke And Dust | .m4v | project files | 550Mb
cmiVFX launches its latest full feature training video on SideFX’s Houdini, premiere Visual Effects Animation Package called “Smoke and Dust Simulations”. This video covers topics in producing large scale simulations within Houdini using the latest tools and custom techniques in the industry.

The learning structure used in this video, gears all users up to be able to follow its contents from start to beginning. This is one of the few videos made that allow a novice or experienced Houdini user the ability to learn on the same level. The degree of quality, of the produced results only vary by a few settings in the software, so we created this entire video with the learning addition of Houdini, called “Apprentice”, so that even the Master Magician himself could learn this technique if he were still alive today! We leave no man, woman, or child behind! With cmiVFX nearby, EVERYONE can learn the answers to the most complicated problems in the visual effects universe.

Layout – Preparing Collisions and Emission Objects
The Pyro material’s interface may appear intimidating at first, so we will help reduce it down to its basic components, smoke, fire, and scattering. The first chapter will explain of the preparation of emitters and collisions objects before plugging them to the dynamic world. It will cover key points that needs the attention before starting your simulation.

Basic Smoke Simulation Set-up
In this section of the video, we insert a dynamic smoke solver simulation, tweaking the different elements for the desire chimney smoke effect. Adding Custom forces and overview the key aspects of the simulation. This will allow for the artist to start visualizing what our system will look like. Its important to run these systems in a lower resolution to get the basic fluid moment working in the way that is desired from you or your supervisor.

Basic Up Res Simulation
To “Up Res”, is a technique used to increase the detail of a low resolution simulation. This is where you take a basic smoke design fluid motion and start adding the detail in order for it to look more like a smoke cloud and less like the hot steamy shower you might have taken this morning. This chapter covers each step from a low-res behavior to an Up-Res Smoke Volume cached to disk.

Auto Resize Fluid container
This section of the video will discuss the technique of Auto Resizing the boundaries of your simulation based on density of it self. This method will optimize any simulation to its quickest simulation time and will set you free with no need of simulation boundaries container. The Smoke will only occupy as much space as needed to help reduce overall calculation of a formerly larger dynamic field.

Large Scale Pyro Simulation in depth
Up until now, we have been working with a smaller scale, atypical “enhancement scene” in which the hero of the shot would not be the smoke. However in this Blockbuster Film style, large scale hero smoke effect shot, we take what you have learned so far to the next level by increasing everything! Below is a simple breakdown of the steps used in the project. For more information, you will need to watch the video itself!

PROJECT: New Mexico Dust Storm Project
The shot for this project was taken at our New Mexico Studio Lot location in Albuquerque. This particular plate was acquired during the production of “Book Of Eli” during our LIDAR scanning collection for the movie.

1) Layout – Creating a layout HIP file based on the image of our New Mexico facility background, matching the ground and camera as well as adjusting scene scale for simulation a large scale dust storm effect.

2) DustStorm Driving Simulation Setup – Setting up the initial pry simulation and implementing the AutoResize technique to it.

3) DustStorm Pyro Tweaks – Tweaking the initial simulation Turbulence forces, Custom Forces and movement behaviors.

4) DustStorm Advect to Particles – Advecting the movement of the initial dust simulation on to a particle network, copying velocity attributes on to points and prepare them to be imported back to DOP’s

5) DustStorm Driven Simulation Pyro Setup – This chapter will show you how to lay down a secondary pry objects and solvers, as well as importing the advected particles as a custom velocity field onto this driven secondary simulation.

6) DustStorm Driven Pyro Tweaking – Adjusting the methods of affecting the driven simulation, using micro solvers, turbulence and custom forces in order to increase the detail level of the Driven Low-Res Pyro Object.

7) DustStorm Driven Pyro Caching To_Disk – Firing the driven by particles Pyro Low Res simulation to disk.

Download:
http://www.url-dead/file/763233981/cmiVFX-Houdini_Smoke_And_Dust.part1.rar
http://www.url-dead/file/763285631/cmiVFX-Houdini_Smoke_And_Dust.part2.rar
—mirror—
http://www.fileserve.com/file/dKgXAW9/cmiVFX-Houdini_Smoke_And_Dust.part1.rar
http://www.fileserve.com/file/vpryMq9/cmiVFX-Houdini_Smoke_And_Dust.part2.rar

Collection
release: 2010-2011 | Runtime: 9h:01m | project files | .FLV | 3.03 GB
Genre: eLearning

Exploring Animation Principles in 3ds Max 2011: Appeal (8 lessons, Runtime: 01:04:00)
This course will delve in the animation principle of Appeal in Max. The goal of this course is to give you a greater understanding of what appeal is. We will explore various ways appeal can be added successfully, which will, in turn, strength your ability as an animator as you use this principle to refine your work for more captivating results.
1. Introduction and Project Overview
2. Adding Appeal through gestures
3. Tweaking the last extreme pose for Appeal
4. Creating a breakdown to enhance the appeal factor
5. Fine-tuning the Animation
6. Creating Appeal through composition
7. Another example of adding Appeal through composition
8. Refining an animation with Appeal in mind

Exploring Animation Principles in 3ds Max 2011: Arcs (4 lessons, Runtime: 00:16:37)
This course will venture into the animation principle of Arcs in 3ds Max. What are arcs? Why is this subject so vital in animation? These are but a few questions we will answer as we learn techniques that will assist us in checking for and fixing arcs in our animations. By the end of this course, you will know how to improve your arcs, which will help you become a stronger animator, as you use this principle to add an extra level of realism to the movement of your character.
1. Introduction and Project Overview
2. Why Arcs are so important
3. Correcting Arcs on complex actions
4. Improving Arcs on the head

Exploring Animation Principles in 3ds Max 2011: Climbing a Wall (18 lessons, Runtime: 03:22:00)
In this course we will build an animation of a character climbing over a wall from scratch, using techniques that can be implemented in any animation. Step by step, we’ll create this climb while covering various techniques like: how to block in your extremes so that finalizing the animation becomes a faster process, strengthening poses to get a more entertaining outcome, and we’ll also learn how to work smarter by utilizing Animation Layers to tweak pre-existing animation non-destructively, so that by the end of this course, you’ll have the knowledgebase you need to create animations quickly and proficiently.
1. Introduction and Project Overview
2. Blocking in the first extreme of the climb
3. Blocking in the second extreme of the animation
4. Posing the action of the character scaling the wall
5. Posing the character getting ready to leap over the wall
6. Starting to animate the character’s descent
7. Animating the character descending from the top of the wall
8. Wrapping up the extremes
9. Locking down the extremes
10. Refining the upper body
11. Tweaking the right Leg
12. Correcting the left Leg
13. Adjusting the upper body and legs
14. Making corrections to the right arm
15. Finalizing the right arm
16. Adjusting the movements of the left arm
17. Finishing the left arm
18. Completing the animation

Exploring Animation Principles in 3ds Max 2011: Ease In and Ease Out (5 lessons, Runtime: 00:30:49)
In this course, we will explore the animation principle of Ease In and Ease Out in 3ds Max. Why is Ease In and Ease Out so important? Do our characters always need to cushion in and out of their movements, or are there special cases where doing so will just not work? We will answer these questions as we cover tips and techniques for using this principle to help enhance the sense of authenticity in characters. By the end of this course, you will have a deeper understanding of the principle of Ease In and Ease Out, which will help your characters become more life-like to the viewer.
1. Introduction and Project Overview
2. Understanding Ease In and Ease Out
3. Where to avoid using Ease In and Ease Out
4. Ease In and Ease Out for blinks
5. Ease In and Ease Out for cartoon takes

Exploring Animation Principles in 3ds Max 2011: Exaggeration (5 lessons, Runtime: 00:35:17)
This course will delve in the animation principle of Exaggeration in Max. The goal of this course is to give you a clearer understanding of what exaggeration is all about. We will explore various ways exaggeration can be implemented successfully. We’ll also cover how and how not it should be used, which will, in turn, strength your ability as an animator as you use this principle to refine your work for a more entertaining end result.
1. Introduction and Project Overview
2. Using Exaggeration to Accentuate Gestures for Appeal
3. Exaggeration and Timing
4. Adding more life and personality with Exaggeration
5. Finishing the exercise

Exploring Animation Principles in 3ds Max 2011: Pose to Pose and Straight Ahead (8 lessons, Runtime: 01:15:00)
This course will delve in the animation principle of Pose to Pose and Straight Ahead in Max. The goal of this course is to, not only learn the differences between both Pose to Pose and the Straight Ahead approach of animation, but is also for you to learn the advantages of bridging the two methods together. We’ll even look a different technique for animating with Pose to Pose than we’ve used in the past. That way you can find which workflow is more suitable for you. By the end of this course, you’ll have a firm understanding of Pose to Pose and Straight Ahead, so that your animation skill-set can be expanded as you use this principle to rough-in and refine your work.
1. Introduction and Project Overview
2. Delving into the Pose to Pose method of animation
3. Continuing our Pose to Pose animation
5. Exploring the Straight Ahead approach of animation
6. Concluding the Straight Ahead animation
7. Bridging the two methods
8. Finishing our Pose to Pose and Straight Ahead animation

Exploring Animation Principles in 3ds Max 2011: Secondary Action (3 lessons, Runtime: 00:13:17)
This course will venture into the animation principle of Secondary Action in 3ds Max. What is Secondary Action? Is it another way of describing Follow-through and Overlap, or is it much more? Throughout this course, we will define Secondary Action and work through a variety exercises to help get the point across. By the end of this course, you will understand what the principle of Secondary Action boils down to, which will help you enhance your animations by adding an extra level of realism to your characters.
1. Introduction and Project Overview
2. Understanding Secondary Action
3. Using Secondary Action to enhance realism

Exploring Animation Principles in 3ds Max 2011: Squash and Stretch (3 lessons, Runtime: 00:23:42)
This course will delve in the animation principle of Squash and Stretch in Max. The goal of this course is to provide you with a deeper understanding of what squash and stretch is all about. We’ll cover everything from learning a technique for automating squash and stretch that computes fast, to exploring ways it can be used to add more flexibility to characters.
1. Introduction and Project Overview
2. Automating Squash, Stretch for muscle bulges
3. Adding flexibility to gestures with Squash, Stretch

Exploring Animation Principles in 3ds Max 2011: Timing and Spacing (5 lessons, Runtime: 00:26:27)
This course will delve in the animation principle of Timing and Spacing in Max. Throughout this course, we’ll define Timing and Spacing and work through a variety exercises to help get the point across. We’ll even discuss techniques we can use to make sure our animations are Timed accurately. By the end of this course, you’ll have a deeper understanding of the principle of Timing and Spacing, which will help you become a better animator.
1. Introduction and Project Overview
2. Understanding Timing and Spacing
3. Tweaking the Spacing of the first exercise
4. Timing and Spacing for weight
5. Correcting blinks with Timing and Spacing

Exploring Animation Principles in 3ds Max 2011: Follow-through and Overlapping (5 lessons, Runtime: 00:36:17)
In this course, we will explore the animation principle of Follow-through and Overlapping in 3ds Max. What should be considered when animating Follow-through and Overlap? Can Follow-through be automated to save time? We will answer these questions as we cover techniques for using this principle to help add more realism to our animations. By the end of this course, you will be more knowledgeable of Follow-through and Overlapping Action, which will help you create more natural-looking animations.
1. Introduction and Project Overview
2. Understanding Follow-through and Overlapping
3. Finishing the first exercise
4. Working with the Spring controller
5. Completing the jiggle rig

Download:
http://www.fileserve.com/file/pwkPBG9/DT-ExploringAP3dsMax2011_Collection.part1.rar
http://www.fileserve.com/file/VQryr5b/DT-ExploringAP3dsMax2011_Collection.part2.rar
http://www.fileserve.com/file/M3vYCkD/DT-ExploringAP3dsMax2011_Collection.part3.rar
http://www.fileserve.com/file/vfHrQEz/DT-ExploringAP3dsMax2011_Collection.part4.rar
http://www.fileserve.com/file/pw7wtEG/DT-ExploringAP3dsMax2011_Collection.part5.rar
http://www.fileserve.com/file/Ebf42fH/DT-ExploringAP3dsMax2011_Collection.part6.rar
http://www.fileserve.com/file/EcwGHha/DT-ExploringAP3dsMax2011_Collection.part7.rar
—mirror—
http://www.url-dead/file/789275671/DT-ExploringAP3dsMax2011_Collection.part1.rar
http://www.url-dead/file/784079914/DT-ExploringAP3dsMax2011_Collection.part2.rar
http://www.url-dead/file/784927884/DT-ExploringAP3dsMax2011_Collection.part3.rar
http://www.url-dead/file/786871074/DT-ExploringAP3dsMax2011_Collection.part4.rar
http://www.url-dead/file/787845624/DT-ExploringAP3dsMax2011_Collection.part5.rar
http://www.url-dead/file/788492291/DT-ExploringAP3dsMax2011_Collection.part6.rar
http://www.url-dead/file/788314251/DT-ExploringAP3dsMax2011_Collection.part7.rar