Quantcast
Channel: All Torrents :: CGPeers Beta 2 Build 723423 32bit
Viewing all 42531 articles
Browse latest View live

ADD EFFECTORS VOL. 1 (cinemaplugins.com)

0
0
https://cinemaplugins.com/c4d-plugins/add-effectors-vol-1/

3 New Effectors for MoGraph

Tools4D KENDO.SHADERS+ (cinemaplugins.com)

0
0
3 Advanced Procedural Shaders and an interactive UV editing Tool, for Cinema4D.

Ninja – Color – (AKA instance colorizer) Is an advanced C4D channel shader gives you the ability to modify the coloring properties of instances, clones and particles, turning a single material into thousand or millions of different materials. For example the leaves of a tree can all be made to look slightly different, although they are based on just one material. This can add a new level of realism to your renderings, by making all instances of a given material render slightly differently, on every object they are used on. Hue,saturation, contrast and saturation and more, can be used to apply subtle changes that break up the monotone nature of shaders and textures.
Karate – Tiles – this advanced tiling shader can be used for walling flooring and a lot more.Bricking and grouting settings and full texture folder imports allow you to create realistic surfaces by spinning, flipping and modifying in bricked uv space. This channel shader can be used to avoid the repetitive nature of textures and tiles. Making an otherwise monotone texture built from tiled textures appear more natural.
Henkan – UV Transformer – An advance uv transformation shader for cutting out,distorting and correcting image segments.
+ Pikka – UV Transformer Tool – An interactive uv mapping tool for use with the Henkan shader.

NOTES:

Kendo Shaders fully replaces the Texture Remapping kit
Toos4d instance colorizer is now Called Ninja Color Shader

FXPHD - C4D218 Procedural Layer Shader Techniques in Cinema 4D

0
0
https://www.fxphd.com/fxphd/courseDetails.php?idCourse=471

In this intermediate to advanced Cinema 4D course we’ll explore the Layer Shader capabilities within C4D and learn how to create complex multi-layered materials. Professor Tony Copolillo will be using Procedural Textures, Blending Modes, Folder Groups and Layer Masks to recreate some real-world textures without using any pixel-based imagery such as scanned images or photographs. All the textures we’ll create are generated from within Cinema 4D off-the-shelf without the use of expensive third party plug-ins.

We'll also build low-poly models by hand and compare them to C4D's Modeling Generator tools and then apply custom-built materials to achieve some superior results. Note that some classes will use MoGraph and the Hair Module not available in all versions of C4D.

Tony is a Los Angeles-based artist/photographer/illustrator and senior art director with 20+ years experience in high-end digital photo-compositing for motion picture print advertising clients Disney, Fox, DreamWorks, Universal, WB, HBO, Netflix and more. Most recent projects have been focusing efforts in feature film VFX, 3D and motion graphics, as well as teaching courses in Cinema 4D.

Cityscape

0
0
We have assembled 1081 high resolution digital textures from various cities in North America to bring you Cityscape. Building textures, wall textures, window textures, door textures, sign textures, road textures, roof top textures and more can be used to create an infinite amount of virtual city scenes.

Influence Point v 1.25- CInema 4d win/mac

0
0
Modify a Vertex Map tag according to the points movement or their disposition.

This tool is a tag to add to your editable polygonal object. Set a Vertex Map tag on parameters to calculate different weight, like the points movement speed, rotation speed, stretching or the mesh density.
It's also possible to convert the weight to a point/polygon selection automatically.

A Vertex Map Effector for Mograph is included.
http://code.vonc.fr/?a=53

Check out the demo
https://vimeo.com/84624005

Influence Point v 1.25- CInema 4d win/mac

0
0
Modify a Vertex Map tag according to the points movement or their disposition.

This tool is a tag to add to your editable polygonal object. Set a Vertex Map tag on parameters to calculate different weight, like the points movement speed, rotation speed, stretching or the mesh density.
It's also possible to convert the weight to a point/polygon selection automatically.

A Vertex Map Effector for Mograph is included.
http://code.vonc.fr/?a=53

Check out the demo
http://vimeo.com/84624005

Influence Point v 1.25- CInema 4d win/mac

0
0
Modify a Vertex Map tag according to the points movement or their disposition.

This tool is a tag to add to your editable polygonal object. Set a Vertex Map tag on parameters to calculate different weight, like the points movement speed, rotation speed, stretching or the mesh density.
It's also possible to convert the weight to a point/polygon selection automatically.

A Vertex Map Effector for Mograph is included.
http://code.vonc.fr/?a=53

Check out demo
https://vimeo.com/84624005

CreativeLive – Getting Started with Composite Images by Tim Grey

0
0
Compositing, Simplified.

Compositing allows you to bring together the best elements of separate images into a single masterpiece, but doing it well is often tedious and complex. In Getting Started with Composite Images, Tim Grey will teach compositing techniques that simplify the process.

Tim will demonstrate “automatic” methods you can use to create composite images in Photoshop. You’ll learn about assembling a composite panorama, working with focus stacks, and high dynamic range (HDR) images. You’ll learn how to create seamless layer masks and how to ensure an object placed in a photo matches in terms of tone and color. Tim will also teach you how to resize and reposition objects so your composites come out beautifully.

https://www.creativelive.com/courses/getting-started-composite-images-tim-grey

Influence Point v 1.25- CInema 4d win/mac

0
0
Modify a Vertex Map tag according to the points movement or their disposition.

This tool is a tag to add to your editable polygonal object. Set a Vertex Map tag on parameters to calculate different weight, like the points movement speed, rotation speed, stretching or the mesh density.
It's also possible to convert the weight to a point/polygon selection automatically.

http://code.vonc.fr/?a=53

https://forum.cgpersia.com/f55/codevonc-influence-point-v1-25-cinema-4d-126837/

DViewPaint

0
0
DViewPaint II is used to sketch 2D animation on top of 3dsMax`s viewports but can also be using for reviews and critiques as well.

Dviewpaint II Features:
- Sketch 2D animation on top of your 3dsmax viewport
- Our import an animation file (like a Mayan playblast) as a background and sketch over it
- Uses Max`S keyframe and timeline to time your animation and clone / delete frames
- Layers, with visibitly management
- Frame Ghosting
- Multiple brushes, colors, opacity, eraser etc.
- Render your animation to a file or a reference plane


Installation instructions:
1. Download the zip file above
2 in the ZIP file you find a MZP file
3. take the MZP file and drag-and-drop it into a 3dsmax viewport
4. enjoy!

Release history:
v0.25bet to
- Inintial release
v0.26bet to
- Fixed a bug that would preventer Vista users not logged in as admin to install the tool

original posting:http://www.scriptspot.com/3ds-max/scripts/dviewpaint-ii

(All links are dead on scriptspot site except for one public link (posted by me fyi), which have a tendency of dying. Torrent created to have permanent place for the community )

TextureKit Pines High Resolution Collection

0
0
The collection also came with the images in jpg format. I did not pad the rar files with jpgs.

I hope this properly fulfills the request.

Blackmagic Fusion Studio v8.0 CE with AVX Edit Connection (WIN)

0
0
Thanks to "Team VR" For Upload, and "unlessg" (CGForum User) for post

Pass for Extract "VR4ALL"

More Info Here
https://www.blackmagicdesign.com/support/readme/9c18bf626d284d4ea3d39babad50c226

Have fun!

Lynda – Realtime Motion Graphics with Unreal Engine 4

0
0
Unreal bridges the gap between 3D motion graphics and the processing power of real-time game engines. You can create content in familiar tools (CINEMA 4D and Maya) and use Unreal to animate and render those assets. This workflow allows for the creation of gorgeous imagery while bypassing the traditional time-consuming rendering process of traditional 3D tools.

This course offers mograph designers a quick-start guide to real-time motion graphics in Unreal Engine 4 (UE4). Scott Pagano shows how to prep and import both static and animated geometry and animate objects and cameras with the Matinee Editor. He shows how to flesh out your scenes with Unreal's lighting and shading tools, and export video files and image sequences for further refinement in software such as After Effects. Following the quick-start chapter are three real-world projects that demonstrate the power of the workflow.

This forward-thinking approach to motion graphics leaves antiquated processes behind and presents modern, efficient, and fun ways to create 3D imagery. Once you have a grasp of how to import, animate, and make your content look great in UE4, the doors are open to dive into worlds of virtual reality, gaming, and interactive content. Check out more of our Unreal training here.
Topics include:

Organizing a UE4 project
Importing files
Creating materials
Adding cameras
Creating keyframes in the Matinee Editor
Setting up units in Maya and C4D
Creating and assigning materials and lights
Rendering motion graphics in Unreal

https://www.lynda.com/Unreal-Engine-tutorials/Realtime-Motion-Graphics-Unreal-Engine-4/439682-2.html

[BrainJet] Intellij IDEA 2016.1.1 - Ultimate Edition (OS X)

0
0
1. Download & Install program
2. Open it & it will ask for activation
3. Check the license server radio button
4. Fill the server as : http://idea.qinxi1992.cn
5. Click On Ok Button
6. That's It ! Enjoy :)

GraphicRiver - Photoshop Layer Styles BUNDLE

0
0
Photoshop Layer Styles BUNDLE 6361454
Layered PSD | Photoshop ASL | CS+ | RAR 572.5 MB (853 MB - I unrar'd it for you)

In the bundle:

8 Movie Titles PSD Templates

Scratched Metal Photoshop Styles-1

Scratched Metal Photoshop Styles-2

Scratched Metal Photoshop Styles-3

Dark Layer Styles

Led Light Layer Styles

Delicious Bubbly Photoshop Styles

Delicious Bubbly Photoshop Styles 2

Sci-fi Layer Styles


For more info:http://graphicriver.net/item/photoshop-layer-styles-bundle/6361454

Bun hair and textures

0
0
http://www.daz3d.com/v4a4-bun-hair

http://www.daz3d.com/bun-hair-textures

V4/A4 Bunhair and Textures

0
0
http://www.daz3d.com/v4a4-bun-hair

http://www.daz3d.com/bun-hair-textures

V4/A4 Bunhair and Textures

0
0
DAZ3d Bunhair and texture pack

FXPHD - FLM204 Flame, Smoke, Expressions and More

0
0
https://www.fxphd.com/details/?idCourse=144

Recent versions of Flame and Smoke have blurred the line between products, as Smoke gains BatchFX and Flame gains a more versatile editing timeline. This course is designed to be appealing to artists and editors alike, covering topics which are generally applicable across both products. The common thread throughout the term will be taking a look at expressions and how they can help you as an artist and editor.

Professor and Dean John Montgomery will tackle a wide variety of workflow expressions -- ones any artist can use on a daily basis to simply changes to more esoteric, hard core maths which demonstrate both the power and limitations of the feature.

In addition to expressions, Montgomery will also be covering other aspects of the software such as infrastructure (Configuring for Open FS vs. Stonefs, Wiretap Central) and working with RED and XML/AAF.

This course will deal with some subjects and material that has been covered in other fxphd courses such as the FLM201 expressions course. However, with changes in the 2009 and 2009X1 releases a lot has changed in the software, so we felt a need to retire the old create a new course. We realize many of you have taken our past offerings and will keep this in mind to bring new and useful material into this offering.

MODO 701 Particles, Dynamics & Effects

0
0
https://www.fxphd.com/details/?idCourse=408

At the core of the Modo pipeline resides an extremely powerful dynamic simulation and particle effects engine. In this course, we'll take an in-depth examination of the moving components of the Modo particle system, hard and soft body dynamics and the rendering pipeline for these exciting effects. The Modo particle system has a strong core of features that will allow us to easily create an array of emitter types, particle modifiers, collision effects, flocking and particle terminators.
In addition to exploring the Modo particle system, prof Pat Crandley will share some invaluable production techniques along the way as we explore scene management, object referencing, the role of the gradient editor and how the new animation workflow can be used to animate, simulate, and render particle effects in Modo.
Pat Crandley has been a 3D modeler, animator and editor in the computer animation and visual effects industry for over 10 years. Crandley served as the Post-Production Supervisor for the 3D Animation department at MTV and oversaw the production of a computer animated series called Video Mods. He also worked as the lead modeler and animator for a series of commercials for Coke, Mike’s Hard Lemonade and Debers Diamonds. He recently finished working at Peppers.TV as the Senior 3D Artist and Technology Geek. Currently, Pat is teaching the next generation of 3D modelers and animators at Sacramento City College and The Art Institute of California: Sacramento.

CLASS 1
This course will begin with an overview of the replicator system. Many of the core components of the particle system stem from Replicators, so we'll explore the simple, yet powerful, set-up procedures for adding Replicators to our scene. In addition, we'll also take a look at the animation layout and briefly discuss the process of animating in Modo.
CLASS 2
In order for us to quickly populate our scene with particles, we need to understand the basic simulation system in Modo. We'll explore the the different simulation types, their features and the best production pipeline for adding simulations in to our scene. Through this process of learning how to generate simulations in Modo, you'll learn how to simulate rigid body dynamics in Modo.
CLASS 3
Now that we have a basic understanding of how the Modo simulation engine operates, let's begin to explore the different emitters types in Modo. The array of emitters types will allow us to create a huge spectrum of effects, so lets explore these unique items in Modo. Emitters, Radial, Curve, Surface, Source.
CLASS 4
Collector Emitters are simulations that are based on the result of another simulation. Through the complex network of schematic nodes, we'll create compound particle effects in Modo. Let's check it out!
CLASS 5
At times, we want the parameters of our particles to be effected by events within our 3D scene. We'll look at that role of Terminators and discover how we can filter events within our scene to kill our particles or spawn new particles. Paired with Falloffs, Terminators are an exciting addition to the particle engine in Modo and ultimately allow us to create dynamic particle effects.
CLASS 6
We take a look at how to apply forces within our 3D scene. The Modo particle system allows us to create a series of intricate forces that will influence our particle simulations in some really awesome ways. Let's check it out! Any force item can be linked to a particle simulation as a filter. Particles will accelerate based on the strength of the force at their location and their mass. These are the same forces used for rigid body dynamics.
CLASS 7
At the core of the Modo particle system resides a powerful engine that allows us to intelligently parse particle simulations on rules, or expressions, within the scene. Adding Particle Modifiers to the schematic layout of our scene can instantly change the complexity, accuracy and creative result of our particle system.
CLASS 8
The Particle Operator is a general filter modifier type item that can be used to process and modify all particles in a simulation based on user selected Features. Let's take a look at how we can set-up our scene to include this exciting new addition to the Modo particle system.
CLASS 9
We are going to talk about Flock and Dynamic Colliders. Flocking is a particle operator that creates forces between particles that produce distinct particles groups or clumps. The Dynamic Collider has no user adjustable attributes in the Properties panel, it is merely meant as a bridge to share data between a particle simulation and a soft or hard-body dynamics simulation when calculating collisions between them. This allows users to control which simulations are necessary to share data, which can save valuable calculation time for complex simulations of all types. Let's take a look!
CLASS 10
We wrap up our introduction to the particle system in Modo by addressing a few strategies on rendering particle simulations in Modo. Rendering passes is easy to setup in Modo, so lets take a moment to explore this feature.
Viewing all 42531 articles
Browse latest View live




Latest Images