[center]Poster[/center]
Intermediate | 1h 48m | 684 MB | Project Files 32 MB | Required Software: Maya 2012, RealFlow 2012

In this tutorial, we will learn how to create beautiful Maya renders from our RealFlow Hybrido simulations.

We will begin this tutorial with the simulation of our RealFlow assets, and discuss some important RealFlow settings to keep in mind as we prepare our assets to be used within Maya. Once we bring our RealFlow assets into Maya, we will explore topics that include setting up shaders and materials for realistic water, controlling the rendered appearance of RealFlow splash particles, rendering Hybrido foam and whitecaps in Maya, incorporating mist into our renders, and we will learn how all of these things can be accomplished without having to rely on the RealFlow RenderKit for Maya. By the time you complete this tutorial, you will have a better understanding of how to render your own Hybrido simulations using Maya.

Home:
http://www.digitaltutors.com/11/training.php?pid=555

Download:
http://bytesbox.com/!/8jLa5KEr88pVSc6/
http://bytesbox.com/!/czK25XKHssdm0Fo/
http://bytesbox.com/!/D9sZJq417DVdyEP/
http://bytesbox.com/!/vLlL49ybAoQq7u5/
http://bytesbox.com/!/B2nnfF78hLyqZMu/
http://bytesbox.com/!/jIeZ5ruvzESIF8k/
http://bytesbox.com/!/DztJNcPn0aoQgrb/
div

[center]Poster[/center]
Advanced | 1h 46m | 627 MB | Project Files 0.2 MB | Required Software: 3ds Max 2011, FumeFX 2.0, Krakatoa 1.6

In this tutorial we will learn to create dynamic, flexible tornado systems and render them using a variety of techniques.
This tutorial will show how to set up a complex Particle Flow system to make a tornado inside of 3ds Max. Going beyond a traditional vortex field, the tornado that we’ll create in this tutorial will employ recursive logic to keep the system alive while still being lightweight enough to be animatable inside the viewport. We will then look at getting much more natural movement by simulating FumeFX based off of the particle simulation. We’ll also touch on Krakatoa and using that to render a large number of particles. Partitioning will be covered along with some of the rendering options available. Finally, we’ll look at some techniques to fix artifacts in NUKE.

Home:
http://www.digitaltutors.com/11/training.php?pid=557

Download:
http://bytesbox.com/!/GBhRCOzSqMYsjtg/
http://bytesbox.com/!/CnTQJ3kLh7gC0JN/
http://bytesbox.com/!/ArkvDaJN3hze0ZU/
http://bytesbox.com/!/FCitqbirMcqEleV/
http://bytesbox.com/!/TLVzTHKtCBjRBsK/
http://bytesbox.com/!/A54WE7FZ0H3s7Rg/
http://bytesbox.com/!/1EokgRntMIQB977/
div

[center]Poster[/center]
German | Advanced | 6h 35m | 1.79 GB | Project Files are not included | Required Software: Photoshop CS5

Techniques for optimization and photo-montage in Photoshop CS5

Cropping is one of the most important and common tasks to be performed in Photoshop for photo correction and photo montage. Effectively create, assess and optimize selections and masks without doubt is the lifeblood of the image processing. And that’s what this video training. In three successive, clearly subdivided parts are Olaf Giermann an overview of the crucial concepts of free agency, the necessary background knowledge on the tools used and shows many examples of the most accurate and fastest solutions, to offer what Photoshop CS5 has.

Home:
http://www.video2brain.com/de/products-997.htm

Download:
http://bytesbox.com/!/12EDgShWGuEzU2W/
http://bytesbox.com/!/pe7lTpKcHUw629X/
http://bytesbox.com/!/TnEdEjcF0JQTSph/
http://bytesbox.com/!/iF3pA4zsM9yOJet/
http://bytesbox.com/!/hEZTcdy0W71UW0r/
http://bytesbox.com/!/DmvIxR765VrX4nj/
http://bytesbox.com/!/Zm2KQoPyRUhTYpV/
http://bytesbox.com/!/JsLxYJ2aKU36mPX/
div

[center]Poster
Digital-Tutors – 3D Rotation with Trackers and Trigonometry in NUKE[/center]
Advanced | 2h 22m | 748 MB | Project Files 61 MB | Required Software: NUKE 5.2 and up

In this series of lessons we’ll learn how to use trackers and trigonometry to match rotation of an eye in NUKE’s 3D system.

We’ll then create an appealing final video using a few simple images and a variety of compositing and animation techniques. We’ll begin this project by importing our elements and tracking various features of the face. Once we have a base of tracking data to work off of, we’ll learn the basic math terms and ideas that we will use to translate our 2D tracker data into 3D rotation. We’ll then learn how to take our mathematical equation, and translate it into an expression NUKE understands. Once we have our rotation expressions working, we’ll finish our 2d elements using a variety of color correction, masking and animation techniques. Then we’ll combine all our nodes using compositing math to correctly mix everything together.

Home: http://www.digitaltutors.com/11/training.php?pid=284

Download:

http://www.url-dead/folder/13690501

http://www.wupload.com/folder/906731

http://filepost.com/folder/453a8de4

http://fileserve.com/list/6646uas

http://oron.com/folder/2fn824z3ex