center
RayFire Tool plugin 1.55 for 3ds Max 9 ? 2012

RayFire Tool gives you the ability to fragment, destroy, demolish, wreck, break down, wreak havoc, blow up, burst, detonate, explode and do other similar things you have always dreamed of to do in Max?

Feature list
* Nvidia PhysX Rigid Body dynamic support for 32 and 64 bit 3ds Max 2011.
* Nvidia PhysX Force support
* Nvidia PhysX Glueing
* Interactive Dynamic Demolition System for Nvidia PhysX engine
* Uniform, Irregular and Continuous Fragmentation types
* Voronoi and Wood Splinters Fragmentation types
* Draw Fragment mode
* Fragmentation by custom shapes
* Reactor Rigid Body dynamic support
* Interactive Layer Manager
* Automatic update system

url-dead
http://www.url-dead/file/1048465184/_RayFire_T_1.55-Max_9.0-2012.rar

fileserve.com
http://www.fileserve.com/file/YXESXSn

Adobe Photoshop Lightroom 3.4.1 Final Multilanguage | 210 MB


Adobe? Photoshop? Lightroom? 3 software helps you bring out the best in your photographs, whether you’re perfecting one image, searching for ten, processing hundreds, or organizing thousands.

Create incredible images that move your audience. Experiment fearlessly with state-of-the-art nondestructive editing tools. Easily manage all your images. And showcase your work in elegant print layouts, slide shows, and web galleries, as well as on popular photo-sharing sites. All from within one fast, intuitive application.

Features:
Superior noise reduction
Achieve amazing, natural-looking results from your high ISO images with all-new state-of-the-art noise reduction technology. You won’t need more than what’s built into Adobe? Photoshop? Lightroom? 3 to get the cleanest images at any ISO.

Accelerated performance
Get your digital photography tasks done fast and have more time to shoot and promote your work. Already quick performance has been dramatically accelerated in Lightroom 3, saving you time from first look to final image.

Support for DSLR video files

Take advantage of new support for video files from most digital SLR cameras, which allows you to easily manage and organize both still photographs and video files side by side.

Image watermarking
Easily embed your identity or your brand and logo in your images with more options for customizing their look. The new watermarking tool lets you apply text or graphic watermarks to a photo with adjustable size, position, and opacity.

Easy image importing
Save time with fast image importing. The newly designed import interface is easy to set up and navigate, with clear visual indications of where your photos will be located and how they’ll be organized after you’ve imported them.

Perspective correction
Get more natural-looking results by applying powerful, nondestructive perspective correction to your images. Reduce or eliminate the distortion that can occur, for example, when you take a photograph with the camera pointed upward, causing buildings to appear to be leaning backward in your image.

More flexible print packages
Showcase your work in more creative formats using highly customizable print layouts, which you can save as reusable templates. With the new custom print layout creation tool, you just drag one image or several shots onto a page and resize or reposition them as you like.

System requirements
Windows
* Intel? Pentium? 4 processor or equivalent
* Microsoft? Windows? XP with Service Pack 3; Windows Vista? Home Premium, Business, Ultimate, or Enterprise (32 bit and 64 bit); or Windows 7 (32 bit and 64 bit)
* 2GB of RAM
* 1GB of available hard-disk space
* 1,024×768 display
* CD-ROM drive

Language versions
* Brazilian Portuguese
* Chinese Simplified
* Chinese Traditional
* Dutch
* English
* French
* German
* Italian
* Japanese
* Korean
* Spanish
* Swedish

Home Page -http://www.adobe.com/

Download Links:-

http://www.url-dead/file/1063553841/Lr_341.rar

—————– ——– Or —————– ——–

http://www.fileserve.com/file/jv8eb4U/Lr_341.rar

 

Batzal Roof Designer 1.4.6 3DsMax 2012 32Bit/64Bit


 

What is Batzal Software Roof Designer?

Roof Designer is a plug-in for 3D Studio Max for creating 3D roofs.
Whether you are creating a fast rendering textured roof or a top quality roof covered with mesh tiles, The Roof Designer plug-in can save you precious time.

Working with Roof Designer
Roof Designer keeps your mesh faces flat while you manipulate their slopes.
This way the roof can be easily modeled using the top view of your sketches.
Roofs imported from other CAD software can also be used.
Roof Designer automatically texture your roof and can also cover it with mesh tiles.

info

http://www.batzal.com

Download

http://www.url-dead/file/1061821591/Batzal_RoofDesigner_1.4.6_3DsMax_2012_x32_x64.rar

——————–Or———————-

http://www.fileserve.com/file/QrJr2Jr/Batzal_RoofDesigner_1.4.6_3DsMax_2012_x32_x64.rar

Thanks To Flux Team

 

GeoControl 2.1 Build 53 Win/Mac


The revolutionary concept of GeoControl2 opens up totally new dimensions of creating virtual landscapes.
The unique combination of more artistic tools and semi-scientific algorithms makes it possible to create realistic, breathtaking landsapes, based on conceptual layouts or on fantasie.
The creative tool “isolines” is completly selfdeveloped and offers the first time the opportunity, to creatively control the form of the landscape.
The interventions are none destructive, layerbased and you can allways, also afterwards, readjust, switch off or change an isoline or layer.

The artistic “shape” filters give the landscapes a typical structure, like round hills or ridged mountains.
The semi-scientific erosion algorithms turn these outlines into fantastic realistic and so believable landscapes.
Beside that flows, rivers or even river networks can be added to the terrain. The algorithm is unique, extrem fast and satisfies even scientific requierements.

But landscapes are not only defined by nature. The human factor also is a very important element. The “vector” tool “simulates” this part of a landscape. You can use it to integrate roads, urban areas or even controled rivers.

Home page : http://www.geocontrol2.com

Windows

http://www.url-dead/file/1070909604/GeoControl_2.1_Build_53_Win.rar

——————–Or———————-

http://www.fileserve.com/file/aWkFR5F/GeoControl_2.1_Build_53_Win.rar

 

 

Mac Os X

http://www.url-dead/file/1070909754/GeoControl_2.1_Build_53_Mac.rar

——————–Or———————-

http://www.fileserve.com/file/95xPEQW/GeoControl_2.1_Build_53_Mac.rar

Pulldownit Pro Ver 1.7 for MAYA 2009-2012 32Bit/64Bit

What is Pulldownit?
Pulldownit! is a brand new dynamics solver which allows for the creation of fractures as well as massive rigid bodies simulations.
By using its technology digital artists are able to simulate fast and easily scenes made of thousands of objects and collapse buildings, bridges or any kind of brittle material.

Fast, accurate rigid bodies solver
The rigid body solver inside Pdi! is extremely fast and designed to handle massive scenes, that means thousands of objects in contact. its core is mathematically probed to conserve energy and it computes physically correct friction; all these issues together guarantee stable, accurate simulations, not objects flying away anymore!

Shatter It!, Voronoi-based pre-cutting
Shatter It! is the new pre-cutting tool of Pulldownit, it is Voronoi-based because this scheme has showed to be the best mathematical pattern for brittle fracture. Its technology allows to pre-cut a 3D model in hundred of shards in seconds, in addition the fragments generated plug easily in the Pulldownit solver to perform simulation in a fast and reliable way.

Fracture capabilities
The technology of fracture inside Pdi! is absolutely new and groundbreaking. It allows breaking apart any kind of brittle material like stone, glass or stucco. By using it digital artist are able to simulate the collapse of structures or terrain cracking in minutes. Not the least its easy setup and powerful stress tools allow for control in the creation of cracks and drive the simulation to the desired end.

Animation friendly
Pdi! is integrated in the most popular 3D packages, It catches the geometry from the viewports and computes the final result as animation keys, It allows to reset the simulation and start again as many as needed also tweaking parameters and resume simulation at any frame, in addition animated objects and characters are able to interact with the simulated ones.

Home:– http://www.pulldownit.com/index.php

Download

http://www.url-dead/file/1081173904/Pulldownit_Pro_Ver_1.7_for_MAYA_2009-2012_x32Bit_&_x64Bit.rar

———–Or———-
http://www.fileserve.com/file/3PVZe3c/Pulldownit Pro Ver 1.7 for MAYA 2009-2012 x32Bit & x64Bit.rar

 

This course, taught by Daniel Buck, runs through the basics of V-Ray, from lights, to shaders, to render settings and a few optimization tips. Buck’s professional career has been vehicle related, so the course will focus more on vehicle related things than other things, since that’s his specialty. He will, however, present basic principals so that the knowledge gained applies to other things, not just purely vehicle related issues.

Buck will assume that course participants have at least basic knowledge of Maya, and preferably some knowledge of lighting and shaders in general. No advanced knowledge of any other rendering software is necessary, but for those that do, Buck will go through a few areas where V-Ray differs from other rendering software. He will be using Maya during the term, but operations are very similar between 3dsMax and Maya. It renders identically, and all the options and settings are very similar…the differences are in how you apply properties and find the settings.

The course will focus on the creation and manipulation of lights and shaders, as well as some basic V-Ray settings. It won’t get into to much of the technical nuts and bolts of V-Ray, just giving practical approaches to using the renderer. Ultimately the content will involve setting up a scene where we are creating shaders and lighting for a vehicle. Global illumination will not be covered very much in this lesson, as the main focus will be lights and shaders, as well as touching on basic render settings.

 

Class 1: Intro to Vray. I’ll give a bit of information on Vray, go through the basic Vray settings, and we’ll get ourselves familiar with how Vray is setup. 

Class 2: Working with lights. We’ll look at the basic vray lights, their main settings, and where they function best.? Sphere light, rectangle light, and dome light. 

Class 3: A closer look at lights in Vray, how to use HDR files and flat texture files into dome and rectangle lights, a quick look at IES lights and the sun & sky system in Vray. Lastly, a look at the cutoff threshold of the lights, as a way to optimize the calculation of the lights. 

Class 4: Basic VRay Shader overview, looking at the VRayMtl. Spending most of the time on reflection/refraction (as this is a big part of the VRayMtl), and how VRay handles specular highlights and various aspects of reflections/refractions. Also a quick look at how to control reflections by using maps to break up reflection strength and glossiness. 

Class 5: A look at the VRayBlendMtl, and a few ways of blending shaders together to create more complex shaders, we’ll look at creating a car paint shader, as well as blending to create a few other types of looks, and then finally a bit of optimizing on the shaders reflection tracing, and how far it can actually be taken. 

Class 6: Additional vray shaders. We’ll look at some of the other vray shaders and textures, such as the the vray dirt, light Mtl, and the fastSSS2 shader. 

Class 7: Looking at utilities in VRay, including object properties, subdivision, displacement, as well as multi-matte and extra tex render elements. Ways to provide mattes and utility textures for compositing. 

Class 8: Shaders for vehicle project. For this lesson, we’ll start creating some of the main shaders for our vehicle project.? We’ll look at rubbers, plastics, glass, chrome, and car paint. 

Class 9: General car/model geometry setup for rendering, things to avoid and how to fix them. Making sure glass objects have proper geometry thickness, and making sure normals are facing the correct direction. Quickly touching on using imbedded matte channels through refractions. 

Class 10: Final vehicle project lighting and shaders setup. Here we’ll be doing final tweaks to our lighting and shaders for a better look, as well as running through a few ways to optimize the render settings, lights, and shaders. 



http://www.url-dead/file/1074305444/FXPHD vry101.part1.rar
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http://cgpeers.com/torrents.php?id=3270

Thanks to Seedy & Bgood for donating and PDK for buying.
CGP facepwning the ‘competition’ yet again

Bugs fixed:

? Problem with the solid sources when the temperature channel is not active
? Crash when a body exits from an adaptive grid
? The fluid can pass through a thin object
? When Phoenix FD is installed the CAT can’t add fingers
? The vorticity does not affect certain areas in the simulation, especially the leading front of the flow.
? The GPU preview continues to update even when the window is invisible (performance bug).
? Crash when displacement is used in solid mode and the surface crosses the upper boundary
? Phoenix texture does not sample UVW and velocity channels if the node is not rendered
? The rendering hangs when the cell size is too small



http://www.url-dead/file/1055968904/Phoenix.rar

http://www.fileserve.com/file/AyMGrmk/Phoenix.rar

http://www.uploadstation.com/file/CtUbfnY/Phoenix.rar

http://www.wupload.com/file/2027921/Phoenix.rar

Thanks to Sherlock_Holmes55 for cracking this!

Concept
Everything starts with an idea. In this chapter, we are going to start with a basic sketch and work our way up using reference photographs and color correction tools to create the basic feel of the painting. A very quick
and loose process, the idea of this step is to create a solid starting point. We will be looking for relevant photo references and elements to be used in the main painting, and roughly piecing them together to get the general idea on paper.

Groupings
Time is money. One of the most important things while working in Photoshop with hundreds of layers, is organization. By organizing your layers in a logical way, you will not only make your own life a lot easier, but you will also work much faster, and help the artists working down the pipeline find layers quickly and easily. This translates directly to productivity, not to mention sanity. Afterward, you will never need to use “right click” to find a specific layer among hundreds again!

Sky’s the Limit
The Sky is the limit, and masking will get you there. Learn masking techniques to extract complex shapes from photographs. You will learn how to extract a city skyline from a cloudy, low contrast photo, in 2 minutes or less. Then we will learn to quickly clean the mask of unwanted elements and add details directly to the buildings and incorporate the sky and shoreline into the snowy scene by painting.

Ships Away
Multiple techniques will be used to mask the ship and remove it from its background. We can then paint in elements that were impossible to save with the mask and begin the process of actually incorporating the ship into the scene by painting on snow and ice. We will also look at the 3D tools built right into Photoshop to put together 3d shipping containers from scratch.

Color Grading
Color correction and grading can be an extremely powerful tool. With these simple, yet far-reaching concepts, we will compose the mood of the scene. By manipulating colors and contrast, adding environmental elements like fog, a vignette, and other filters we will create the final, dramatic appearance.

Layering
Now we have to clean up our PSD file by organizing and merging down layers where possible. The purpose of a matte painting is to be added to a live plate or to be animated. Naturally, for that we need to send it to camera projection or to compositing. Since we anticipate other artists accessing and working with this file, we need to prepare it in such a way that makes everything easy to find. We will flatten and rename the layers, organize by planes, apply filters, etc. Then we’re ready to send to composite.

Compositing
Bring it to life! Here we will go over the final After Effects project to show how the animation and camera were created. You will be able to get an idea of how the project is set-up and what is needed to bring a matte painting to life as a 2D animation.



http://www.url-dead/file/1055649174/PhotoShop Matte Painting.rar


http://www.fileserve.com/file/AcgSE8g/PhotoShop Matte Painting.rar


http://www.uploadstation.com/file/NPwyKsp/PhotoShop_Matte_Painting.rar


http://www.wupload.com/file/2012519/PhotoShop Matte Painting.rar


http://cgpeers.com/torrents.php?id=3203


THANKS TO PDK FOR THE SUPPLY
AND PROVEE FOR RECORDING

cmiVFX launches its latest Full Feature training video in E-on’s premiere digital environment generation tools names Vue. Whether your in the need for a digital back drop or detailed environment, Vue’s highly capable solution is right for you. The cmiVFX users have been requesting this training video for quite some time, and we agreed that the majority of both CG artists and VFX artists should have this knowledge for better completing their pieces of work. Never before have we felt so strongly about every artist watching one of our videos before now. This video is a MUST SEE. Compositors will use it for sky replacements and element fill. CG generalists will uses it for the construct for the majority of their scenes. Vue is highly compatible with most animation packages, so getting data back and forth is only a few clicks away.

Chapter 01 – DEM
A digital elevation model (DEM) is a digital representation of ground surface topography or terrain. It is also widely known as a digital terrain model (DTM). A DEM can be represented as a raster (a grid of squares, also known as a height map when representing elevation) or as a triangular irregular network. DEMs are commonly built using remote sensing techniques, but they may also be built from land surveying. DEMs are used often in geographic information systems, and are the most common basis for digitally-produced relief maps. In order to build a terrain based on a real location we need to find the elevation data first. We are going to find the data online, convert it to a Vue friendly format and import it into vue to start working. We will go over a couple of different ways of doing it.

Chapter 02 – Framing and Lighting
Lighting in Computer Graphics refers to the placement of lights in a scene to achieve some desired effect. Vue and other animation packages all contain different types of lights that can be placed in different locations and modified by changing the parameters. Too often, people who are creating images or animations ignore or place little emphasis on lighting. This is unfortunate since lighting is a very important part of image synthesis. The proper use of lights in a scene is one of the things that differentiates the talented CG people from the untalented. This is not a new topic as a large amount of work has been done on lighting issues in photography, film, and video. Because we will be working with a terrain which can’t be changed of moved, we will do what photographers do. We will find the best angle and frame for the scene with the camera alone. Then we will “wait” for the right light (by moving the sun around) to get the perfect light for our landscape.

Chapter 03 – Materials
Many real life surfaces are not just colored but also have textures and patterns. Many also have small or large surface displacements or bumps, gouges, etc. Texture mapping is used to simulate these surfaces and thus make images more realistic. Three techniques can be used to achieve the impression of natural colors, textures, and appearances: Texture Mapping, Bump Mapping, and Displacement Mapping. Here we are going to create materials based on photo references. We are going to create bump maps and specular maps, together with color. We will work on the distribution of the materials to create the randomness found in nature. An we will combine different material layers to achive the overall material.

Chapter 04 – Ecosystem
The EcoSystem behaves just like a regular material! You can save it as a material and create a whole library of EcoSystems, which can be used later for other scenes and objects. It also means that, just like mixed materials, you can mix two or more EcoSystems, with environment influences such as altitude, slope and orientation! Thanks to Vue’s Ecosystem technology we won’t have to plant each individual plant, but we will control the entire plant population with just a couple of buttons and sliders. We will control the density, altitude and color of the ecosystem, to keep it just where we want it to be.

Chapter 05 – Painting Details
Photoshop Digital painting thrives mostly in production art. It is most widely used in conceptual design for film, television and video games. Now that we have our Vue base render we will use Photoshoop to add more details. We will fix some texture issues, paint cracks on the rocks. Add some sediment under water and maybe a bit of extra land somewhere. Overall making the landscape look more believable. By now your probably worries that we are dealing with a 2d solution? BUT DON’T WORRY! We have found the fastest way to get the details that you need in the positions that you need it!

Chapter 06 – Camera Mapping
Camera Mapping is any method of mapping three-dimensional points to a two-dimensional plane. As most current methods for displaying graphical data are based on planar two-dimensional media, the use of this type of projection is widespread, especially in computer graphics and we will demonstrate that here. At this point we have our final painting. Now we just need to make it move. To do that we will create a camera projection inside Vue in a couple of simple steps. Then we will animate a camera to create the shot and prepare the file for final render. After that, well yes, we will render!

Chapter 07 – Compositing in After Effects
Adobe After Effects is primarily used for creating motion graphics and visual effects. After Effects allows users to animate, alter, and composite media in 2D and 3D space with various built-in tools and third party plug-ins, as well as individual attention to variables like parallax and user-adjustable angle of observation. Using After Effects, we’ll go over the project used to make the final animation. We will add some extra elements to bring the shot to life. Including birds, sound and lens flare. No stock footage here…everything will be hand made.



http://www.url-dead/file/1053687534/Vue Moving Matte Paintings.part1.rar
http://www.url-dead/file/1053687434/Vue Moving Matte Paintings.part2.rar

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http://cgpeers.com/torrents.php?id=3197


THANKS TO PDK FOR THE SUPPLY
AND PROVEE FOR RECORDING

Plant Design & EcoSystem Functions includes nearly 6 hours of training for Vue Infinite/xStream and Photoshop, instructed by Nicholas Pellegrino from asileFX. In this training you will learn to: customize Vue plant species, create custom texture maps in photoshop, and design ecosystem functions in vue. Below you will find more information about each training topic and the lesson contents.

Training produced with Vue 9.5 xStream (standalone) and Photoshop CS4 Extended. Alternate numeric entries are given to Vue users with Vue 8.5 and under throughout the training, in order to match the settings of Vue 9+. Included Vue scene files will require Vue 9 and higher to load. All provided source photographs and texture maps will work with any version of Vue. Included Photoshop files require version CS2 or higher. Alternate Photoshop editing techniques are given to CS2 users that do not have access to the quick selection tool, introduced in CS3.



http://www.url-dead/file/1052486904/AsileFX Plant Design & EcoSystem Functions.part1.rar
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http://cgpeers.com/torrents.php?id=3189

 

BIG? THANKS TO PDK AS USUAL FOR THIS AWESOME TUT

HE IS THE TUT MIESTER!