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THE FOUNDRY NUKEX V6.2V1
Nuke is a powerful compositing product that delivers unparalleled speed and a first-class feature set that is unrivalled in the desktop market.

If you are in the business of creating high-quality digital images Nuke is the production proven visual effects tool that brings speed, functionality and flexibility to your VFX pipeline. Nuke solves real problems faced by post production facilities and visual effects artists all over the world.

Nuke?s flexible node-based approach, native multi-channel workflow and powerful integrated 3D compositing environment delivers on the creative vision of the most forward-thinking commercial, music video, television and film directors.

NUKEX has all the essential features of NUKE extended with an integrated 3D camera tracker, depth generator, tools for automatic lens distortion correction and FURNACECORE, the nucleus of The Foundry’s Academy Award?-winning FURNACE technology.

NUKEX gives artists greater creative freedom through an integrated workflow, dramatically increasing the efficiency of core compositing tasks. The extended tools within NUKEX allow artists to work efficiently, interactively and in context of the visual effects process – not easy with a separate stand-alone application.

Direct access to the scene and camera geometry provided by the camera tracker can dramatically increase the efficiency and accuracy of core compositing tasks, such as the 3D scene reconstruction, texture re-projection, animated rotoscoping and clean plate generation

FURNACECORE and the automatic lens analysis increase productivity by automating some of the relatively pedestrian tasks, leaving artists free to concentrate on more creative work – tasks such as wire and rig removal, retiming, noise and grain removal and matching CGI with live action material.

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4D – Cinema 4D Vray Tutorial vol.1: Fundamentals
English | swf 1024×768 | MP3 128 Kbps | 620 MB
Video tutorials collections to introduce the user in Vrayforc4d world, a general exploration of render settings and very powerful vray techniques.

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Digital Tutors Introduction to Camera Animation in Softimage 2011

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Tutorial / Softimage / DT / 584 MB / HT-FS / Project Files: Included / .flv /

Lesson Outline (15 lessons)
In this collection of lessons we will learn about the
fundamentals of camera animation in Softimage.

This course will provide you with a foundation for camera
animation in Softimage. We’ll cover everything from creating
turntables, to techniques we can use to add more
entertainment to our shots by camera animation alone. We’ll
learn various ways we can rig cameras and even discuss shot
composition to make sure the audience knows who the
significant players and objects of interest are in our scene.
By the end, you’ll have the knowledge you need to animate the
camera confidently, producing results that can captivate an
audience.

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At Digital-Tutors, we’ve found that many people starting out creating models in 3ds Max have some difficulty in creating the specific vision they have. In many cases it’s not necessarily a lack of knowledge of the tools as much as it is a lack of confidence and experience. So, to give you a head start on your modeling, we’ve put together a number of tips collected from production and from teaching students that will help you build the best models you can with minimal frustration.
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NEXT LIMIT Maxwell Render V2.5 (WIN X86/WIN X64/MAC OS X/LINUX X64) | 102 Mb / 107 Mb / 126 Mb / 126 Mb

Maxwell Render? is a rendering engine based on the mathematical equations governing light transport, meaning that all elements, such as emitters, materials and cameras, are derived from physically accurate models. Maxwell Render is unbiased, so no tricks are used to calculate the lighting solution in every pixel of a scene; the result will always be a correct solution, as it would be in the real world. Maxwell Render can fully capture all light interactions between all elements in a scene, and all lighting calculations are performed using spectral information and high dynamic range data.

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SimplyMaya – Ferrari F430 Modeling & Rendering in Production

This is a tutorial set covering the complete project of modeling, shading, lighting and rendering a Ferrari in mental ray. The techniques presented in these videos represent an accurate production workflow for how to create cars in 3d applications like Maya.

We start off by sizing up Ferrari blue prints in Photoshop which are then imported into Maya and used as reference images throughout the modeling tutorial. You will learn how to make all the different component parts of a car including wheels, alloys, bump and rear area, lights, mirrors, windscreen, contoured panels, intake area and fenders using polygon modeling techniques. When building a car it’s important to align your geometry to create clean, seamless transitions so you will see how to do this is done correctly by snapping to points and curves. The entire
Ferrari is created from an initial polygon plane where the edges are extruded and new faces are extracted to build additional geometry following the exact blue prints on the image planes. Some of the modeling tools you’ll be using are append to poly tool, fill hole and split poly tool for inserting edges. We also focus on how to avoid ngons and clean up our geometry to maintain only quads and tris in a model.

When the car model is complete we convert the polygons to sub d’s to add creases along the panels, and then convert back to polygons once again while still maintaining our sub d level detail with the hard creases, the technique shown for this is excellent because working with sub d’s
can be difficult if this is something you haven’t done before and following this tutorial would give you a great start.

During the shading part we do a lot of work in Photoshop where we create displacement maps for the tires treads and damage stripes from photographic images with the pen tool. We also make custom transparency maps for the grid pattern on the front lights by using the alpha channels. In Maya you’ll see how you can build up shading networks for car paint with procedural textures and layered shaders, and how to use mental ray’s approximation editor and projection UV’s to save a lot of time.

The final car is rendered using HDR lighting techniques which is common practice when rendering showroom objects in isolation. We create several environments to take a better look at how different lighting conditions affects our car paint shader and get some more practice with this type of Image Based Lighting.

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