Rendering

All posts tagged Rendering

krakatoa
THINKBOX_KRAKATOA_V1.6.1.43756_FOR_3DS_MAX_WIN32_WIN64

KRAKATOA is THINKBOX production-proven Volumetric Particle Rendering, Manipulation and Management Toolkit. It provides a pipeline for acquiring, caching, deforming, shading and rendering vast quantities of particles at unprecedented speed to represent natural phenomena like dust, smoke, silt, ocean surface foam, plasma and even solid objects.

Krakatoalollollol8482; integrates well with Particle Flow, the flexible 3ds Max built-in Event-Driven Particle System, and provides data exchange capabilities for sharing particles with other 3D and simulation applications. The rendering features include support for shading and texturing using standard 3ds Max maps and materials; Motion Blur and Depth Of Field effects; Particle Self-Shadowing and Shadow Casting from and onto matte objects; Ambient Participating Medium Extinction to simulate atmospheric and underwater light and color behavior and more.

The Particle Manipulation pipeline includes Particle Culling using arbitrary geometry and Particle Deformations using 3ds Max deformation modifiers and Space Warps like Bend, Twist, PathDeform and Free Form Deformation lattices.
The Particle Management features include the ability to generate millions of particles using a unique Particle Partitioning method which overcomes memory and system limitations of 3ds Max; Input and Output support for Prime Focus’ open, compact and flexible .PRT particle data format, NextLimit’s RealFlow 3 and 4 particle BIN file format and a versatile and easy to use ASCII Comma Separated Values .CSV format which could be used to interact with any application that can read and write text files. Particle files can be saved from Krakatoalollollol8482; and also loaded into 3ds Max using Krakatoalollollol8482; Particle Loader objects or into Particle Flow using dedicated Krakatoalollollol8482; File Birth and Krakatoalollollol8482; File Position operators, thus allowing for a full data flow cycle where particles can be saved, reloaded and processed multiple times through different particle system setups.

Home Page – http://software.primefocusworld.com/software/products/krakatoa/overview/

Fileserve:
http://www.fileserve.com/file/sHC5H6S

Hotfile:
http://hotfile.com/dl/104237156/210ae01/THINKBOX_KRAKATOA_V1.6.1.43756_FOR_3DS_MAX_WIN32_WIN64-XFORCE.zip.html

IMG

Luxion KeyShot Pro 2.2.33 32Bit & 64Bit Win/Mac

KeyShot features the only rendering engine that is certified by the CIE (International Commission on Illumination). Using scientifically accurate materials and real world lighting, KeyShot delivers the most accurate images in a matter of seconds. And when you combine a 3D scene with a photograph, you can create even more amazing results that you may have never thought of before.

What’s new?

Hierarchical scene tree
Preservation of model structure from CAD model incluing all subassemblies
Preservation of part / layer names
Separate material column
Ability to ungroup identical parts in the assembly

And More ….

Info
http://www.keyshot.com

Downloads

32Bit
Fileserve
http://www.fileserve.com/file/7UMVMHt/LUXION_KEYSHOT_PRO_V2.2.33_WIN32-XFORCE.rar
Hotfile
http://hotfile.com/dl/104182496/659b45e/LUXION_KEYSHOT_PRO_V2.2.33_WIN32-XFORCE.rar.html

64Bit
fileserve
http://www.fileserve.com/file/JEDeHe4/LUXION_KEYSHOT_PRO_V2.2.33_WIN64-XFORCE.part1.rar
http://www.fileserve.com/file/kUTBkn8/LUXION_KEYSHOT_PRO_V2.2.33_WIN64-XFORCE.part2.rar

hotfile
http://hotfile.com/dl/104182498/50c995f/LUXION_KEYSHOT_PRO_V2.2.33_WIN64-XFORCE.part1.rar.html
http://hotfile.com/dl/104182832/43c454b/LUXION_KEYSHOT_PRO_V2.2.33_WIN64-XFORCE.part2.rar.html

Mac Os X
fileserve
http://www.fileserve.com/file/wVc2jvg/LUXION_KEYSHOT_PRO_V2.2.33_MACOSX_X64-XFORCE.part1.rar
http://www.fileserve.com/file/Kjd6yqW/LUXION_KEYSHOT_PRO_V2.2.33_MACOSX_X64-XFORCE.part2.rar

hotfile
http://hotfile.com/dl/104182119/995c4dd/LUXION_KEYSHOT_PRO_V2.2.33_MACOSX_X64-XFORCE.part1.rar.html
http://hotfile.com/dl/104182120/3affd8f/LUXION_KEYSHOT_PRO_V2.2.33_MACOSX_X64-XFORCE.part2.rar.html

http://img23.imageshack.us/img23/7815/cgpersia.jpg

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.

FileServe

http://fileserve.com/list/uCtUSP2

http://hotfile.com/list/1156259/d13d754