Tutorial

Retro Comic Book Effect

by put3d on พ.ย..01, 2009, under Photoshop&Illustrator Tutorial, Tutorial

How to creating a old comic book effect for your photos.

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Halftone Dots and Linear Light

by put3d on ต.ค..30, 2009, under Photoshop&Illustrator Tutorial, Tutorial

A very cool linear light halftone dot effect in less than 2 minutes.

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Make Photos More Suggestive

by put3d on ต.ค..29, 2009, under Photoshop&Illustrator Tutorial, Tutorial

Learn how to make the model in this tutorial more suggestive with awesome curves.

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Realistic Water Reflection

by put3d on ต.ค..28, 2009, under Photoshop&Illustrator Tutorial, Tutorial

How to easily add a realistic water reflection to any photo.

Realistic Water Reflection

Realistic Water Reflection

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Displacement effects

by put3d on ต.ค..27, 2009, under Photoshop&Illustrator Tutorial, Tutorial

How to use a variety of filters and techniques to produce an image in an experimental style.

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Mental Wave Explosion Effect

by put3d on ต.ค..27, 2009, under Photoshop&Illustrator Tutorial, Tutorial

Photoshop effect : How to create a crazy explosion, like a mix of Magneto’s ability with Peter Petrelli’s power.

Mental Wave Explosion Effect

Mental Wave Explosion Effect


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VRay material to Standard material

by put3d on ต.ค..16, 2009, under 3ds Max Tutorials, Download, Free maxScript, Tutorial, Vray Tutorial

this script converts all scene VRay materials to max’s standard material.
it keeps diffuse color and diffuse map. right now it works with multi sub-object materials if you guys found it useful .

Script

for o in geometry do
(
if classof o.material == VRayMtl do
 (

  tt = Standardmaterial ()
  tt.diffusemap = o.material.texmap_diffuse
  
tt.diffuse = o.material.diffuse
  o.material = tt
 )
if classof o.material == Multimaterial then
 for m = 1 to o.material.numsubs do
 (
  if classof o.material [m] == VRayMtl do
  (

  tt = Standardmaterial ()
  tt.diffusemap = o.material[m].texmap_diffuse
  
tt.diffuse = o.material[m].diffuse
  o.material [m] = tt
  )
 )
 
)
actionMan.executeAction 0 “40807″

 

cedit :  Afshin Karimi

http://www.scriptspot.com/3ds-max/vray-material-to-standard-material

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Tutorial for Vray : BASIC TECHNIQUES FOR VRAY ADVANCED

by put3d on ต.ค..12, 2009, under 3ds Max Tutorials, Lighting&Rendering Tutorial, Tutorial, Vray Tutorial


CLICK IMAGE TO ENLARGE

TOPICS COVERED:

1. Exterior Lighting
2. Environment Adjustments
3. Night Scene
4. VRAY Light Material
5. Color Bleeding
6. VRAY Toon
7. Interior Lighting
8. HDRI Lighting
9. Basic Material Settings
10. VRAY Displacement

Goto tutorial : http://www.vrayelite.com/basic.htm#6

Download Basic_VRAY_Tut_Start.max
NOTE: THE MAX ONLY WORKS WITH MAX 8 OR HIGHER

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Assorted Notes about Ambient Occlusion by Greg Coombe

by put3d on ก.ย..27, 2009, under Article, Tutorial

Motivation

Ambient occlusion is a lighting technique used to give models a global illumination-like effect, as if it were lit from the entire hemisphere (rather than a point light). A set of visibility samples are collected from the hemisphere above a point, and a scalar “ambient occlusion” value is computed based on the percentage of unoccluded samples. For a nice overview of ambient occlusion, check out Steve Hill’s article in Gamastura. Some other very good ambient occlusion tutorials have been written by Zhang Jian, Bob Moyer, and Andrew Whitehurst.

Approaches

There are two basic approaches for computing ambient occlusion. The first is ray tracing; simply shoot out rays in uniform pattern across the hemisphere. The percentage of rays that hit geometry is divided by the total number of rays to get a scalar value. This could also be done with hardware rendering by placing a camera at every triangle and counting the percentage of the hemisphere that is visible. Since this requires computing occlusion at every triangle, this approach is in general O(N^2), although with efficiency structures (such as bounding volume hierarchies) it can be reduced to O(NlogN).

The second approach is an “outside-looking-in” approach. The model is rendered from a set of M random points on the sphere surrounding the model. The occlusion information is stored for each viewpoint, and averaged. The complexity of this approach is O(N*M), or O(MlogN) with efficiency structures. Since M is generally much smaller than N, this makes it interesting for realtime work. Since this is the approach I am interested in, let me explain the algorithm in more detail.

goto full Assorted Notes :

http://www.cs.unc.edu/~coombe/research/ao/

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Tutorial: Ambient Occlusion for Blender

by put3d on ก.ย..26, 2009, under Blender Tutorial, Tutorial

Global illumination is a very popular method for lighting three dimensional scenes. Unfortunately, most of the methods are very slow and requires lots of ressources. Ambient Occlusion is a method for simulating global illumination, while keeping a respectable ratio between results and computing times.

As well as anything related to raytracing with Blender, because of the supplementary computing time required by your computer, raytracing is only an option that you should feel free to activate and deactivate. This is done by the mean of the Scene menu (F10 key). The Render tab shows a button labeled Ray you will have to activate in order to use raytracing in your pictures.

ray

goto Tutorial :

http://feeblemind.tuxfamily.org/dotclear/index.php/2005/01/16/10-didacticiel-locclusion-ambiante—tutorial-ambient-occlusion

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