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Unity Asset - Procore Bundle

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https://assetstore.unity.com/packages/tools/utilities/procore-bundle-15447

version 1.0.65 released Oct 23, 2017

# ProBuilder 2.9.7f5 ## Features - Unity 2017.3 beta support. - New toolbar icons (Right/Context + Click in Toolbar -> Use Icon Mode). - Significantly improved quad detection in ProBuilderize function. - ProBuilderize now able to import smoothing groups. - Support exporting quads to FBX format (requires Unity FbxExporter in project). - Newly redesigned `Smooth Groups Editor`. - New `Select Face Loop` and `Select Face Ring` actions. ## Bug Fixes - Fix possible null reference when picking ProBuilder objects. - Fix "Select Hole" disappearing instead of showing as disabled. - Fix "Extrude Face" disabled icon not matching current mode. - Fix Standard Vertex Color shader preventing builds on some platforms when fog is enabled. ## Changes - Don't show `pb_Lightmapping` warnings by default. - Smoothing groups may now extend beyond the 42 provided in the editor. Any smoothing group between 1 and 24, or greater than 42 is treated as a smooth face (currently only accessible in code). - Set ProBuilder Standard Vertex Color shader fallback to "Standard."

Unity Asset - Amplify Shader Editor 1.3.3

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https://assetstore.unity.com/packages/tools/visual-scripting/amplify-shader-editor-68570

Version 1.3.3 released Oct 23, 2017

* New Samples: * Added new Vertex Normal Reconstruction sample * New Shader Functions: * 'Bidirectional Parallax Mapping' * Mimics iterative Parallax Mapping with reference plane * 'Reconstruct World Position From Depth' * Improvements: * Functions inputs now allow the use of node default graph trees supporting complex default operations * Particle Alpha Blend template now uses a float4 on its TEXCOORD0 semantic both for vertex and interpolator data * Added pragma tag into Default Sprites template * Added port failsafe config into 'Texture Sample' node after reading all its internal data * Making vector port invisible in Unity Parameters type nodes if not being used * 'Component Mask' node only creates local variables if needed * Multi-wire colored connections now active by default * 'Fresnel' node now have Normal Space option set to Tangent by default * Shader functions now display their description on its Inspector window * Fixed 'Grab Screen Position' and 'Grab Screen Color' nodes for VR and updated the respective samples accordingly * Activating internal data for tessellation nodes * Minor tweak on vertex position data across all templates * Preventing 'DDX' and 'DDY' nodes to generate code when in vertex function * Removed Sampler data types as valid 'Custom Expression' output valid type * Minor visual tweak on 'Standard Surface Light' node * Removed dependencies on custom shader inspector over the main ASE window so it can be removed by users * Setting first vector port automatically invisible ( if unconnected ) on nodes representing Unity built-in parameters ( since they are never used as vectors ) * Improved custom template reader behavior * Minor improvement on Undo node paste behavior * Added Stencil Buffer Back and Front face options ( only visible when Culling is Off ) * Changed input ports number of connections and data type visualization to represent the data being transferred in each cast * Improved crooked lines when nodes are too close to each other * Added custom single line texture properties for when the texture is marked to not have scale and offset properties * Added Alpha To Coverage option ( tied to Opacity port being active ) * Opacity Mask now only generates code if connected * Blend ops defaults are now OFF instead of ADD * Blend ops now pick the respective refined options when a specific blend mode is selected to make it easy to switch between them and the custom option ( opaque doesn't change anything ) * Fixes: * Fixed issue with shader function nodes generating the same code multiple times * Fixed issue with function input generating duplicated code * Fixed issue with 'Texture Coordinates' node generating code in the vertex function when used inside a shader function * Fixed issue on 'Texture Coordinates' node in templates not respecting the size of the Coord Size option * Fixed issue on matrix multiplication via the 'Multiply' node not taking correct output type into account * Minor fix on Search Bar positioning * Recompiled Triplanar sample to be PS4 compatible * Recompiled Translucency sample to be PS4 compatible * Recompiled Hologram sample to be PS4 compatible * Fixed compilation issue with Billboard generated code in PS4 * Fixed hot code reload issue with 'Template Parameter', 'Template Vertex Data' and 'Template Fragment Data' * Fixed issue on 'Fresnel' node not read/writing new normal space option * Fixed issue on 'Screen Position' node when used on Templates * Fixed issue with 'Texture Sampler' node not taking procedural textures correctly into account * Matrices can no longer be connected into 'Vertex To Fragment' nodes input port * Fixed reordering issues with shader functions when these were updated * Fixed rare compile issue where shader function headers were created but no property was present * Fixed issue where view direction vector shader code was being generated with different precision types * Fixed issue with Matrix nodes being able to choose its type as Property and add Attributes * Fixed issue with Matrix nodes initial value not corresponding to internal draw data * Fixed issue with Matrix3x3 not working correctly when its type was set as Global * Fixed issue on function nodes generating local variables for Sampler data type variables * Fixed Asset Post Processor issue with Templates renaming * Fixed middle clicking on reference preview focusing on referenced node * Fixed graphic glitch on 'Static Switch' node button * Fixed issue with copy/pasting nodes taking incorrect property names * Fixed issue on 'Toggle Switch' incorrectly being read from older ASE versions * Minor fix on 'Object To Clip Pos' node * Fixed Undo issue with pasted property nodes * Fixed issue with duplicate local variables on templates when having multiple ports from the same category * Fixed multiple issues with 'Append' node behavior * Fixed null pointer exception when Shift + Tabbing helper window * Fixed duplication error on UV generation code

Hard Ops 093 Neptunium (Blender 2.79)

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https://gumroad.com/l/hardops/

https://masterxeon1001.com/2017/09/13/hard-ops-0093-release-notes/

Hard Ops: Neptunium Update 093

Hard Ops is a hard surface toolkit aimed as assisting with modelling, rendering and a variety of other things related to Hard Surface creation. The main goal is to make a hard surface workflow that can be utilized in full screen without a UI. This would allow the user to focus on the creation process and deal with buttons and panels on an as needed basis.

BoxCutter v0.6.6 (Blender 2.79)

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https://gumroad.com/l/BoxCutter

https://masterxeon1001.com/2017/09/21/boxcutter-6-6-update-notes/

BoxCutter is a fully featured Boolean system more powerful than Booltool and Hard Ops combined however goes in a direction that is unique and different. This is a slicer while hard ops remains a hard surface toolkit

How to draw manga Ebooks collection [Japanese]

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A tutorial ebooks collection in Japanese. High quality PDF, mostly.

You can just look at the picture but if you really want to understand the text, you can use Capture2Text (freeware) to read them.

Pluralsight – Unity Animation Fundamentals

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Are you new to Unity and don’t know where to start or want to understand the animator better? If so, this course is for you. In this course, Unity Animation Fundamentals, you’ll learn in detail the very basics of animating in Unity. First, you’ll discover how to set up your files for the animator. Next, you’ll dive into making very basic c# script for your animator. Finally, you’ll have a character that can play an idle animation, run, and jump. When you’re finished with this Unity animation course, you’ll be able to very easily create an idle to run state, but also be very confident anytime you need to use the animator component inside Unity. Software required: Unity 5 and higher.

FXPHD - RND301: Production Shader Writing Fundamentals and Physically Plausible Shading

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Following the RND202 course “Renderman Techniques in Production”, this course dives deeper into the fundamentals of Shader Writing in the Renderman Shading Language (RSL), as well as the newer Physically Plausible shading in Renderman.

Technical Directors will find this course useful for expanding their shading knowledge in Renderman, by diving into the shaders and building them up step-by-step. Coming out of the course the student will be able to put into practice, in a production environment, building and using Renderman Shaders, as well as a deep understanding of Physically Plausible shading including Importance Sampling and Image Based Lighting. In addition, we cover the Phsyically Plausible shading library inside Renderman Studio 4 (for Maya), raytraced re-rendering technology, and a crash course on Renderman setup in Houdini.

Obretenov has worked in a variety of roles, designing and developing shading software for Walt Disney's The Wild feature film, followed by shading and lighting for Superman Returns, Spider-Man 3, Beowulf, Christmas Carol, and Mars Needs Moms feature films.

The curriculum is broken up into three sections:

Part 1 - Production Shader Writing Fundamentals

We build up the shaders from scratch and explore the source code. Common Types of shaders used in production are Surface, Displacement & Volume. Building blocks are Loops, Functions, defines, Message-passing, AOVs & Custom primvars. We look at co-shaders: Differences between co-shaders and monolithic/traditional and Co-shader examples. We also look at noise functions in depth: Perlin, Worley, Voronoi and FBM

Part 2 - PRMan & Houdini “Crash Course”

We go through all the settings in getting your custom shaders into Houdini and the steup required to render in PRMan. We build a scene from scratch, go through the render man output driver. Work with shaders, bringing in Surface and Displacement, setting up “Materials”. Work with AVOs and Primvars: custom variables added to geo, read into shader. Looks at attributes: how to setup Renderman attributes on models and general output driver. Then look at examples: specular/diffuse/transmission visibilities, displacement bounds, trace depth, etc.

Part 3 - Physically Plausible Shading & Importance Sampling - In Depth

We dive in BRDFs, looking at the Definition, different types of BRDFs and Shader Source code samples and use. Then look at Importance Sampling and it's Definition, Light vs BRDF, Examples and Source code in shaders.

Next we work with Physically Plausible, looking at the Definition, Energy Conservation, Fully raytracing paradigm, Biased-vs-unbiased, Path Tracing (uni and bidirectional), Shaders and source code exploration, Examples, Comparison to non physically-plausible and Plausible Shader constructed from scratch; explaining inclusion of each piece in plausible framework

We also work with Physically Plausible Library in Renderman Studio 4: Light and surface shaders: RMSGPSurface, RMSGILight, RMSEnvlight, RMSAreaLight, and others.

Educated at Simon Fraser University in Computing Science and Computer Graphics, Christos started contributing to the Animation and Film industry during "co-op" work terms at Mainframe Entertainment in conjunction with Simon Fraser University. He continued his career by designing and developing shading software for Walt Disney's The Wild feature film, followed by shading and lighting for Superman Returns, Spider-Man 3, Beowulf, Christmas Carol, and Mars Needs Moms feature films. Recently co-founding LollipopShaders.com, Christos develops procedural solutions to shading and lighting, currently experimenting with Physically Plausible Shading and Image Based Lighting. He currently resides in Vancouver, BC, Canada.

https://www.fxphd.com/details/343/

Lynda - Photoshop CC 2018 Essential Training: The Basics

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Whether you're a photographer, designer, or illustrator, learning how to use Photoshop CC 2018 efficiently and effectively is a beneficial investment you can make to get the most out of your creations. Adobe Photoshop is a complex, and, at times, an intimidating product. In this course, Julieanne Kost filters out the noise and complexity for you so that you'll end up empowered and able to quickly get the image results you want.

Julieanne reviews the basics of digital imaging—from working with multiple images to customizing the Photoshop interface to suit your needs. She shows how to use different Photoshop tools to crop and retouch photos, while always maintaining the highest-quality output. She also demonstrates the most efficient ways to perform common tasks, including working with layers, making selections, and masking. Along the way, she shares the secrets of nondestructive editing using Smart Objects, and helps you master features such as adjustment layers, blend modes, filters, and much more—increasing your productivity every step of the way.

Topics include:

Opening documents in Photoshop
Opening files from Bridge and Lightroom
Working with multiple documents
Panning and zooming documents
Customizing the Photoshop interface
Modifying keyboard shortcuts for speed
Understanding file formats
Choosing color modes, bit depth, and color space
Cropping and transforming images
Working with layers and layer masks
Making selections
Removing distracting elements
Getting to know the blend modes
Working with adjustment layers
Applying non-destructive filters
Getting to know the blend modes
Applying filters

http://lynda.com/tutorial/625922

Pluralsight – Illustrator CC Print Production

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Whether you're a graphic designer or not, creating the design for your printed work is the fun part. However, getting it printed can be challenging. If you're not aware of the key processes involved, it can cost a lot of time and money to fix. In this course, Illustrator CC Print Production, you'll learn how to efficiently use Adobe Illustrator as a tool for creating printed products. First, you'll begin by diving into dealing with linked vs. embedded images. Next, you'll discover how to know that you have the right licenses for the fonts you're using. Finally, you'll explore the different types of printing that would cause you to need special care at the end of your process. By the end of this course, you'll approach the printing process confidently knowing that what you see on screen is what you'll expect when the printer hands you the final product. Software Required: Adobe Illustrator.

https://www.pluralsight.com/courses/illustrator-cc-print-production

Pluralsight – Photoshop CC Power Shortcuts

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Have you ever wanted to automate or work more efficiently in Photoshop? In this course, Photoshop CC Power Shortcuts, you'll learn keyboard shortcuts, and ways to automate and streamline your workflow. First, you'll explore tools, guides, and navigation shortcuts. Next, you'll discover layer, color, painting, type, selection, and filter shortcuts. Finally, you'll delve into customizing shortcuts to create your own. When you're finished with this course, you'll not only have improved your efficiency in Photoshop, but you'll be able to integrate these shortcuts into your workflow. Software Required: Photoshop CC.

https://www.pluralsight.com/courses/photoshop-cc-power-shortcuts

Unity Asset - Amplify Shader Editor 1.3.4

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http://assetstore.unity.com/packages/tools/visual-scripting/amplify-shader-editor-68570

Version 1.3.4 released Oct 24, 2017
Wow this developer must of found some bug and pushed this one as fast as possible. patch notes looks same.

Applied Houdini - Rigids IV

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Applied Houdini is a production quality oriented series created by Steven Knipping (vimeo.com/161576184), currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Rogue One, Star Wars: The Force Awakens, Avengers: Age of Ultron). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space!

In Rigids IV, we're going to use Houdini 16's new Boolean SOP to learn how to fracture and subfracture (and sub-subfracture!) a large chunk of terrain that we'll make from scratch. We'll learn how to make a powerful workflow to surround this new production studio-class fracturing tool, as just knowing how to do the fracture is not enough. We will need to make every step of the way completely art directable, as well as efficient to create, to cache, to simulate, and to render. Along the way we will learn more scripting techniques, simulation tricks, and production tested tips in order to arrive at our exciting result!

Get it: appliedhoudini.com/rigids-iv

Applied Houdini - Rigids IV - Terrain Destruction

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Applied Houdini is a production quality oriented series created by Steven Knipping (vimeo.com/161576184), currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Rogue One, Star Wars: The Force Awakens, Avengers: Age of Ultron). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space!

In Rigids IV, we're going to use Houdini 16's new Boolean SOP to learn how to fracture and subfracture (and sub-subfracture!) a large chunk of terrain that we'll make from scratch. We'll learn how to make a powerful workflow to surround this new production studio-class fracturing tool, as just knowing how to do the fracture is not enough. We will need to make every step of the way completely art directable, as well as efficient to create, to cache, to simulate, and to render. Along the way we will learn more scripting techniques, simulation tricks, and production tested tips in order to arrive at our exciting result!

Get it: appliedhoudini.com/rigids-iv

Lynda - Photoshop CC 2018 Essential Training: Photography

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Photoshop is a complex, and at times, intimidating product. In this course, Julieanne Kost reviews the basics of digital imaging to empower photographers to quickly get the image results they want. Julieanne gets you up to speed with Photoshop and shows the most efficient ways to perform common editing tasks, including retouching and removing distracting elements, creatively using adjustment layers, and combining multiple images. Along the way, she shares how to work with type, Smart Objects, and artistic filters; create custom brushes; use the libraries to store content; quickly export and share images; and more.

Topics include:

Dodging and burning with Curves
Tinting and toning techniques
Using color lookup tables
Brightening eyes and lightening teeth
Using the healing brush
Combining multiple images
Creating a double-exposure effect
Creating a panorama in Photoshop
Creating a soft glow with grain
Creative blurring effects
Painting essentials
Type and layer effects
Artboard and library essentials
Quickly exporting images
Sharing images to social media

http://lynda.com/tutorial/625923

Unity - WillB UMA Content Packs

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This torrent contains nearly all of the content packs from this asset store vendor: https://assetstore.unity.com/publishers/5619

Crown_IDMap.zip
F_Upper 1.zip
Monthly Freebie Robe Set.zip
ShirtpackBlends.zip
tcarroll-uma-rpg-starter-kit-wardrobe-files.zip
UMA Bandit Armor.zip
UMA Bard.zip
UMA Body Retexture vol.1.zip
UMA Cape Pack.zip
UMA Chainmail set.zip
UMA Crown.zip
UMA Dark Elf Armor.zip
UMA Dwarf Armor 2.zip
UMA Face Pack Version 2.zip
UMA F_Base 2.0.zip
UMA Hair Pack Vol.1.zip
UMA High Elf Armor.zip
UMA Iron Armor.zip
UMA Leather 1.zip
UMA Mage _2.zip
UMA Maiden refit.zip
UMA Mithril Armor.zip
UMA M_Base 2.0.zip
UMA Northern Leather 1 set.zip
UMA Pirate.zip
UMA Platemail 1 refit.zip
UMA Rogue refit.zip
UMA RPG starter 2.zip
UMA Steel Armor.zip
UMA Tavern Pack.zip
UMA Wanderer Refit.zip
UMA Warlock1.0.zip
UMA-Mecanim-Files.zip
UMA_RPG Starter_2_1.0 PART1.zip
UMA_RPG Starter_2_1.0 PART2.zip
Wrapped Pants.zip

Adobe Zii 3.0.1 (OSX)

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Adobe Zii is a small and useful that helps you forget about all the problems with the registration of all existing Adobe products.

Version: 3.0.1 OSX
Fixed: After Effects CC 2018 crashes after patch

Tested in High Sierra - Working.

Learn Squared - Concept Architecture with Maxim Zhestkov

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Concept Architecture with Maxim Zhestkov

Take a more artistic approach to architectural concept design. Follow along as award-winning designer/director Maxim Zhestkov reveal all the tools in his kit. Learn techniques in Cinema 4D, Arnold Renderer, and Photoshop to create your very own set of breathtaking images, including an immersive 360° render.

Software Used: Cinema 4D, Adobe Photoshop, Arnold Render (or any alternative renderer!)

Lessons in this Course

1. Core Concept (45 min)
Start things off by diving into the DNA of your project. Maxim will teach you to gather your thoughts, work with references, and build a visual foundation. You'll then learn to make sketches and illustrations to lay the groundwork for your images.


2. Modeling in Cinema 4D (2 hrs, 14 min)
Think with depth and translate your ideas to the third dimension. Maxim will teach you all the instruments in his toolkit for polygonal modeling. After getting comfortable with the tools, you'll learn to focus on the creative side of modeling rather than the technical.


3. Lighting and Rendering in Arnold (1 hrs, 56 min)
Let there be light! In this lesson, Maxim will cover all the types of light emitters in Arnold and how to use them efficiently. You'll learn how to add atmosphere, work with materials, add textures and render your scene.


4. Polishing and Publishing (1 hrs, 09 min)
The final step of any project is sharing it with the world. Before wrapping things up, Maxim will cover principles of working with textures and color correction. You'll add graphic elements on top of your masterpiece and learn to share full 360° renders.

+ Joseph's Journey Inspiration (4 hrs, 02 min)

https://www.learnsquared.com/courses/concept-arch

My first upload. Вecause of internet limitation, seeding by 3pm - 9pm PST (1am - 7am Moscow Time).

RED GIANT TRAPCODE SUITE 14.0.2 WIN X64

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Trapcode Suite 14 – The industry-standard package for motion graphics in After Effects. Red Giant Trapcode Suite is a set of 11 tools for 3D motion graphics and visual effects.

Organic 3D particle effects, complex motion graphics elements and more (New!)
– GPU Acceleration with Speed boosts of up to 4X, or more, over previous versions.
– Build particle effects visually, in the powerful Designer
– Uses After Effects’ 3D camera and lights
– Use 3D models and sequences as emitters

Immortal Particle Grids and 3D Objects (New!)
– Build particle grids visually, in the new Designer
– Create stunning MoGraph with 3D models and sequences
– Drive animation with sound
– Dissolve text and logos

3D geometries animated along a path
– Generate Geometric shapes, ribbons and more
– Create geometries from Masks, Paths, and Motion
– Works with After Effects’ 3D camera and lights

3D Surfaces, Terrains and Wireframes in After Effects
– Flowing surfaces and abstract shapes for motion graphics
– Shaded surfaces can display as polygons or vertices
– Works with After Effects’ 3D camera and lights

Ultra-fast, 3D light ray effects
– Volumetric light rays for your text, mograph or footage
– Simulate clean rays or fractal smokiness with depth
– After Effects 3D camera-aware

After Effects Lights Made Visible
– Create 3D Volumetric point and spot lights
– Add Drama and realism to your 3D Comps
– Fully customizable and Camera-aware

Organic 3D Shapes and Lines from your masks
– Logos, text and paths take on lives of their own
– Preset shapes give you starting points
– Get pinpoint control over shapes, colors, looping and more

Instantly clone and offset animated layers
– Automate complex, multi-layered 3D animation with ease
– Control layer instances, without writing expressions
– Create dynamic ‘falling domino’ or ‘follow-the-leader’ Animations

Stylized glints and glows for motion graphics and text
– Add Glimmer to your Highlights
– 49 Presets to get you started
– Fully customizable and easy to use

Instant Audio-driven Motion Graphics in After Effects
– Visualize your audio for motion graphics
– Use any audio to drive animation and effects
– Isolate audio bands for total control

Infinite Backgrounds for After Effects 3D
– 360 degree Backgrounds for AE 3D
– Use image maps or create a multicolor gradient
– Fully AE 3D Camera-aware

Lynda -SketchUp: Tips and Tricks

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Includes:

Get terrain data from google maps
Animate a camera turnaround
Create bevels with follow me
Create revolved and lathed geometry
Use Math functions to create arrays
Texture curved objects
Export to Blender 3D for rendering
Create two-sided window components
Work with the extension manager
Use 1001 bit tools extensions
Create construction sequence animations
A novel way to create a hip roof
Modeling a photographic reference
Woodworking joints: Grooves and Dovetails
Woodworking joints: Mortises and tenons
Use sketchUp for 3D printing
Use background images
Export SketchUp scenes to revit
Create custom shortcuts
Create stretched fabric effects
Draw a proper helix
Make upholstery using sandbox
Mirror objects
Make a tree component
Draw gears
Draw parabolas
UV mapping with sketchUV
Create a spiral staircase
Create more realistic glass
Create shells
Export to VR using IrisVR
Draw columns
Create decorative Arches
Save time with templates

Lynda -SketchUp: Tips and Tricks

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Video tutorials for tips and tricks in sketchup
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