3dmod

Friday, May 13, 2016

*Hopewell*

http://screencast-o-matic.com/watch/cDhIbi1SVp

Posted by Lucyous at 9:56 AM No comments:
Email ThisBlogThis!Share to XShare to FacebookShare to Pinterest

Wednesday, May 11, 2016

(chap 16.7) Playing the image Sequence in the RAM Player

Rendering menu-- compare media in RAM player


http://screencast-o-matic.com/watch/cDhX3J19EP

Posted by Lucyous at 3:49 PM No comments:
Email ThisBlogThis!Share to XShare to FacebookShare to Pinterest

(chap 16.6) Image Sequence


Posted by Lucyous at 3:41 PM No comments:
Email ThisBlogThis!Share to XShare to FacebookShare to Pinterest

(chap 16.5) Mental Ray Render Options

Change physical lights to standard for mental ray to handle it. Enabled GAMMA

Posted by Lucyous at 3:31 PM No comments:
Email ThisBlogThis!Share to XShare to FacebookShare to Pinterest

(chap 16.4) Setting Scanline Render Options


Posted by Lucyous at 3:20 PM No comments:
Email ThisBlogThis!Share to XShare to FacebookShare to Pinterest

(chap 16.3) Controlling Shadows


Posted by Lucyous at 3:13 PM No comments:
Email ThisBlogThis!Share to XShare to FacebookShare to Pinterest

(chap 16.2) Rendering Standard Lights

Don't want GAMMA on for standard light
Posted by Lucyous at 3:07 PM No comments:
Email ThisBlogThis!Share to XShare to FacebookShare to Pinterest
Older Posts Home
Subscribe to: Posts (Atom)

About Me

Lucyous
View my complete profile

Blog Archive

  • ▼  2016 (201)
    • ▼  May (201)
      • *Hopewell*
      • (chap 16.7) Playing the image Sequence in the RAM ...
      • (chap 16.6) Image Sequence
      • (chap 16.5) Mental Ray Render Options
      • (chap 16.4) Setting Scanline Render Options
      • (chap 16.3) Controlling Shadows
      • (chap 16.2) Rendering Standard Lights
      • (chap 16.1) Choosing a Render
      • (chap 15.6) Painting Objects with Viewport Canvas
      • (chap 15.5) Using Real-World Map Size
      • (chap 15.4) Project UVs with UVW map
      • (chap 15.3) Tracking scene assets
      • (chap 15.2) Bitmap
      • (chap 15.1) Placing 3D Procedural Map
      • (chap 14.6) Multi/Sub-Object Materials
      • (chap 14.5) Adjusting the physical Material
      • (chap 14.4) Adjusting Standard Parameters
      • (chap 14.3) Scene Materials and Sample Slots
      • (chap 14.2) Working with the Slate material Editor
      • (chap 14.1) Using the Compact Material Editor
      • (chap 13.11) Using the Light Explorer
      • (chap 13.10) Active Shade
      • (chap 13.9) Creating Sun and Sky
      • (13.8) Adjusting Light Distribution
      • (chap 13.7) Changing Light Shape
      • (chap 13.5) Using the ART Render
      • (chap 13.4) Adjusting Exposure Control
      • (chap 13.3) Color ad Intensity
      • (chap 13.2) Controlling Viewport Quality for Lights
      • (chap 13.1) Photometric Light
      • (chap 12.7) Moving Keys with Trajectories
      • (chap 12.6) Curve Editor
      • Chap 12.5) Dope Sheet
      • (chap 12.4) Editing Animation
      • (chap 12.3) Set Key
      • (chap 12.2) Auto Key
      • (chap 12.1) Time Config
      • (chap 11.7) Aspect Ratio
      • (Chap 11.6) Safe Frames
      • (chap 11.5) Creating a Free Camera
      • (chap 11.4) Creating a Target Camera
      • (chap 11.3) Layers
      • (chap 11.2) XREFS Objects
      • (chap 11.1) Merging Scenes
      • (chap 10.7) Avoiding Problems with Scaling Link
      • (chap 10.6) Locking Transforms
      • (chap 10.5) Linking Objects
      • (chap 10.4) Axis Order
      • (chap 10.3) Gimbal Coordinate Space
      • (chap 10.2) Transforming Pivot Pionts
      • (chap 10.1) Understanding Hierarchies
      • (chap 9.6) Sculpting with Conform Transform
      • (chap 9.5) Conforming One Object to Another
      • (chap 9.4) Brush Options
      • (chap 9.3) Setting Paint Options
      • (chap 9.2) Types of Brushes
      • (chap 9.1) Sculpting with Paint Deform
      • (chap 8.5) Baking Subdivisions
      • (chap 8.4) Shaping an Editable Poly with the Ribbo...
      • (chap 8.3) Adding OpenSubdiv Modifier
      • (chap 8.2) Prepping for Subdivisions Surfaces
      • (chap 8.1) Understanding Subdivtions
      • (chap 7.5) Welding Vertices
      • (chap 7.4) Using the remove tool
      • (chap 7.3) Branching with Extrude
      • (chap 7.2) Chamfer
      • (chap 7.1) Sub-object Transforms
      • (chap 6.8) Creating Doors and Windows
      • (chap 6.7) Cutting with Booleans
      • (chap 6.6) Prepping for a Boolean
      • (chap 6.5) Correcting Topology with Qslice
      • (chap 6.4) Adding Edges with the cut tool
      • (chap 6.3) Creating Solid Geo with the Extrude Mod...
      • (chap 6.2) Tracing an Image Plane
      • (chap 6.1) Creating an Image plane
      • (chap 5.11) Lofting with Sweep
      • (chap 5.10) Text Plus
      • (chap 5.9) Adding a Bevel Modifier
      • (chap 5.8) Rendering Splines
      • (chap 5.7) Importing from Illustrator
      • (chap 5.6) Understanding NURBS
      • (chap 5.5) Adjusting the Level of Detail with Inte...
      • (chap 5.4) Editing Splines
      • (chap 5.3) Revolving with a Lathe Modifier
      • (chap 5.2) Editing Vertex Types
      • (chap 5.1) Creating a Line
      • (chap 4.8) Collapsing the Modifier Stack
      • (chap 4.7) Clearing a Selection in the Stack
      • (chap 4.6) Volume Select Modifier
      • (chap 4.5) Topology Dependence
      • (chap 4.4) Building a Modifier Stack
      • (chap 4.3) Selecting Subobjects
      • (chap 4.2) Moving the Pivot Piont
      • (chap 4.1) Level of Detail
      • (chap 3.8) Grouping
      • (chap 3.7) Selecting with Window/Crossing
      • (chap 3.6) Working with Explorer
      • (chap 3.5) Isolate Selection and Lock Selection
      • (chap 3.4) Duplacating with Clone
      • (chap 3.3) Duplicating Objects with an Array
Travel theme. Powered by Blogger.