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Lynda - Zbrush and Keyshot for Product Design and Rendering

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Starting from design sketches, this course covers the 3D sculpting and modeling of a product concept in ZBrush. Discover techniques and workflows that can help you design efficiently. Then, find out how to take 3D models from ZBrush to KeyShot, where photorealistic renderings can be made for presentation purposes. Learn the steps and processes for setting up materials, using shaders and lights, and configuring helpful render settings.

Topics include:
Making 3D models of products
Brainstorming and reviewing design options
Modeling the product and adding details
Preparing for rendering
Using mesh options
Reducing polygon count
Using KeyShot for rendering
Adjusting objects and scenes

http://lynda.com/tutorial/672236

Lynda - Grasshopper: Architectural Prototyping

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Grasshopper is a powerful visual programming plugin for Rhino, but the most effective design patterns within Grasshopper remain inaccessible to a majority of architectural designers. This course attempts to correct that gap. Watch and learn how to use Grasshopper scripts to create a variety of prototypes that can test concepts, predict costs, and help in the architectural proposal process. Instructor Walter Zesk shows how to use existing scripts, adapt and repair scripts, and design new scripts from scratch, focusing on a modular, component-based designs that can accept a variety of inputs. The course closes with some best practices for running prototypes, collecting data, and sharing your prototypes with colleagues.

Topics include:
Useful prototype examples
Modifying an existing prototype
Adding modularity with clusters
Planning outputs and inputs
Planning data flow
Finding and wiring components
Using and sharing your prototype

http://lynda.com/tutorial/667360

3DMotive – Intro to Unity 2017 Volume 1

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In this comprehensive Intro to Unity 2017 course for beginners, instructor Alan Thorn explores how to get started making games using the Unity engine. In just a few hours, you’ll learn how to design and build games easily with professional-grade development tools; no previous experience required. Design levels, define behaviours and create playable experiences that are fun for everybody as you learn game development software, step by step. This course explores Unity fundamentals, such as how to create interesting worlds, how to animate and configure 3D Objects, and how to construct a game for desktop PCs. Plus, we’ll see how to import custom content and models (including your own 3D models) from external tools directly into your games. In addition, we’ll see more advanced features too, including object physics, NPC intelligence, post-processing camera effects; particle systems and lot’s more. By the end of this course, you’ll be strongly positioned to create interesting games independently, and you’ll be ready to tackle more advanced challenges that push your knowledge to the next level. This is the place for all aspiring game developers to get started with confidence!

http://3dmotive.com/series/intro-to-unity-2017.html

Lynda – Final Cut Pro X Guru: New Features

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Explore the new features designed to help video editors unlock the power of Final Cut Pro X and its sidekicks Motion and Compressor. Instructor Nick Harauz covers all the changes (both big and small) in the latest update to Final Cut Pro X, version 10.4. Learn how to speed up your workflow, work in brand-new ways with color and 360-degree footage, and use HEVC, iMovie, and HDR clips in your projects.

Topics include:

HEVC support
HDR support
Color correction
Color Wheels and Color Curves
Creating 360-degree video projects
Virtual reality effects and titles

https://www.lynda.com/tutorial/685045

Lynda - Photoshop for Designers - Designing with Grids and Guides

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Released: 1/19/2018

Duration: 1h 10m

Video: 1280x720

Designing with grids is an essential part of any designer's skill set. Guides, grids, and their related tools bring structure and consistency to designs. By suggesting visual relationships, they can also speed workflow and inspire the artwork itself. In this course, designer Nigel French introduces the fundamentals of guides and grids in Photoshop, showing how these tools can improve the way you use the application. Explore how to create, precisely position, delete, and show and hide guides. Learn about the different types of grids, and the "intelligent" features such as Smart Guides, snapping, the GuideGuide plugin, and the New Guide Layout tool. Discover how to set up your own modular layout grid, and then explore the different types of crop overlay grids, from the Rule of Thirds to the Golden Spiral.

Topics include:

Grid types
Creating guides from shapes
Creating a baseline grid
Adding breakpoints
Building crop overlay grids
Grids in action

GuideGuide 4.7.1 (Photoshop & Illustrator) (Win & Mac)

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Home Page

Documentation

Video

GuideGuide Features:
- Add guides based on the canvas, artboards, selected layers, or your selection.
- Quickly add guides to edges and midpoints.
- Clear canvas, artboard, horizontal, vertical, or specific guides.
- Duplicate guides to other artboards and documents.
- Create custom grids that are too complex for other grid tools.
- Save the grids you use the most and share them with others.

What's New in Version 4.7.1:
Photoshop:
No changes.
Global:
Fixed: A bug causing integer values to validate incorrectly in form fields.
Fixed: A bug causing the PS and AI installers to overwrite one another on Windows.

TurbulenceFD v1.0 build 1425 Repack

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TurbulenceFD v1.0 build 1425 Repack

TurbulenceFD v1.0 build 1425 Repack


Visual Wilderness - Ultimate Landscape Photography Course

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Description

Visual Wilderness - Ultimate Landscape Photography Course
Duration: 4+ hours of video content in 36 teaching videos

https://visualwilderness.com/product/ulpc

Topics include:
- How to evaluate an image to decide what kinds of adjustments to make

- Effective use of clone and healing brush tool to remove unwanted objects

- Learn to merge multiple images to create a panorama

- When and How to use the radial filter tool to emphasize a photo

- Explore effective use of camera profiles, white balance, the HSL panel, and the graduated filter tool

- Learn concepts in straightforward, non-technical terms that make it easy to understand how to capture stunning photos right in camera.

- Gain access to start-to-finish case studies that will allow you to watch professionals in the field as they shoot a diverse array of subjects.

No matter what weather you encounter or equipment you own, this course will teach you everything you need to know to capture amazing landscape photographs.

36 teaching videos for photographers who want to make beautiful photos.
More than 4 hours of video content û most of it shot right there in the field as we were working.

9 Case Studies: Macro, Seascape, Dunes, Forest, Sunrise, Sunset, Night, Waves, and Panorama.

Post Processing Workflow for four of our case studies including. Original RAW and layered files for practice. Workshop-style lessons taught right in the field.

TurbulenceFD v1.0 build 1425 Repack

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v1.0 Build 1425 (2017-03-26)

* (bcf2vdb) Added --base-name option.

VOXEL-BASED GASEOUS FLUID DYNAMICS
TurbulenceFD's simulation pipeline implements a voxel-based solver based on the incompressible Navier Stokes equations. That means it uses a voxel grid to describe the volumetric clouds of smoke and fire and solves the equations that describe the motion of fluid on that grid. For each voxel TurbulenceFD calculates the velocity of the fluid as well as several channels to describe properties like temperature, smoke density, amount of fuel, etc. This simulation process produces a voxel grid for each frame, which is cached on disk for use by the Volumetric Renderer.

INTUITIVE WORKFLOW
To setup a fluid simulation, the artist uses any type of geometric object or particle system to paint the sources of smoke, heat, fuel, etc. in space. The flow then carries along these emissions in a physically plausbile way that creates the realistic look of fire, explosions, vapor, clouds, dust and much more.

PULL ALL THE STOPS ON YOUR CPU
The biggest technological challenge in fluid simulation is the handling of the large amounts of data that a sequence of voxel grids requires. That is why TurbulenceFD's simulation pipeline has been designed from the ground up to optimize performance. This includes a careful selection of efficient numerical methods that provide high accuracy and stability throughout the simulation pipeline. And implementing this pipeline using the latest High Performance Computing technology to optimally exploit Memory Caches, Multi-Core CPUs and advanced vector instruction sets. To the artist this means that more iterations can be run in less time, making the work with fluids more intuitive and productive.

UP TO 12x SPEEDUP ON THE GPU
Yes, twelve times! 10 minutes instead of 2 hours. And there's a simple reason for that: today's high-end GPUs have 8-15 times the memory throughput of high-end CPUs. TurbulenceFD exploits that. It features a hybrid CPU/GPU simulation pipeline that achieves enormous speedups. Unlike some GPU based tools, this is not just a stripped down version of the CPU simulation. All features are supported at the same quality. When GPU memory is exceeded, TurbulenceFD switches back to the CPU on-the-fly. This allows you to achieve close to real-time speeds for low resolutions and scale smoothly to high resolutions in the hundreds of millions of voxels. Instead of carefully changing parameters, sending off the simulation job and not seeing the results for hours, fluid simulations can be tweaked in quick iterations with the artist observing the effect of the changes while the simulation is processing.

PHYSICALLY BASED FIRE SHADER
Getting the colors right is critical when creating believable fire animations. You can design your color gradients manually for full artistic control. If you want realistic fire colors, the process of tweaking the colors directly can be time consuming and tedious, though. So the fire shader simulates realistic high dynamic range fire colors based on the Black Body Radiation model. This model is controlled by only two temperature values. It generates the colors real fire would have at these temperatures. But TurbulenceFD doesn't stop you there. You may want realistic colors, but need more flexibility to tweak the enormous dynamic range that fire has. Maybe give the reds a boost, compress the dynamic range a little, or just use the generated colors as a starting point to edit the directly again.

MULTIPLE SCATTERING
In a nutshell, Multiple Scattering is Global Illumination for smoke. It's a way to light smoke more realistically and brighter, since it's illuminated from all directions. It also allows fire to illuminate smoke from the inside, which is essential for realistic shading of explosions. Unlike many Global Illumination techniques, Multiple Scattering in TurbulenceFD does not add noise and thus works well with for animation. And Multiple Scattering render times in TurbulenceFD are actually affordable. But if you're in a hurry you can still dial in a compromise between speed and illumination detail.

PARTICLE ADVECTION
The heart of fluid dynamics is the creation of a sequence of velocity fields that describe the complex, characteristic motion of the fluid. You can use TurbulenceFD's velocity caches to control the movement of particle systems. This allows you to complement the voxel renderer with debris or sparks or just render the particles by themselves.

ADAPTIVE CONTAINER
TurbulenceFD constantly tries to minimize the volume that needs to be processed in order to save memory and time. The velocity field is analyzed to make sure only those parts of the volume will be clipped that will not affect the flow in subsequent frames. If necessary you can control the sensitivity of the clipping for each fluid channel.

EMITTERS
Emitters are to fluid simulation what brushes are to painting. If an object is set on fire, it emits heat and a flame. TurbulenceFD lets you use any geometric object or particle system to emit into fluid channels. This gives you the ultimate freedom for shape and animation of your emitters. Working with emitters in TurbulenceFD is like animating the brush strokes that paint the sources of fire, smoke, etc. The fluid simulation then takes your animated emission and creates a physically plausible flow from it.

COLLISION OBJECTS
Letting the fluid flow interact with solid objects is useful in many scenes. From a simple solid floor to vehicles moving through fire and smoke to animated characters on fire. Not only is it necessary to integrate the simulation into an environment, but it creates nice and natural turbulence in the wake of an object. Collision objects can stir up the fluid, wave it to the side or act as an obstacle. TurbulenceFD also supports collision objects with all kinds of complex animation including MDD imports and object controlled by rigid body dynamics.

SHADING CURVE EDITOR
The heart of voxel shading are the function curves (f-curves) that re-map values like temperature and density to intensity values used for opacity and color. TurbulenceFD features an f-curve editor that has been specifically designed for voxel based fluid shading. It allows for precise and intuitive control, making it very similar to the workflow of color correction, which many artists are already familiar with. And since the f-curves have to be evaluated billions of times during rendering, a special type of spline curve has been designed for TurbulenceFD that is particularly efficient for voxel rendering.

TURBULENCE MAPPING
Adding procedural noise to the fluid velocity field is a way to get curly flows that look more turbulent and more interesting. The controls work pretty much like a procedural noise shader that is commonly found in texturing tools. However, adding the turbulence uniformly across the whole volume will stir up the core of an explosion just as much as the parts further away from the violent reaction. This doesn't make much sense. So TurbulenceFD lets you to control where exactly you add curls to your flow using one of the fluid channels and a simple mapping curve. This way turbulence can be added only certain regions like the core of an explosion or the hot part of a flame for example.

VIEWPORT PREVIEW
The OpenGL based preview gives you a detailed look at each of the fluid channels in real-time. Several shading modes are supported in the preview. There's an analytic mode that provides a detailed look at the raw output of the simulation. And there are shaded modes that give you real-time feedback while tweaking the settings of each shader. In addition to the fully 3-dimensional preview modes, you can display a 2D slice of the voxel grid, oriented and positioned anywhere in the volume. This can be thought of as the magnifying glass of the preview modes and it's comparable to a wireframe view of geometric objects.

VOXEL GRID COMPRESSION
To help cope with the large simulation data, TurbulenceFD features lossless data compression that has specifically been designed for fluid data. It typically reduces voxel data down to about 60% in practice.

IGNITION CONTROL
Controlling how fire is ignited and how fast a flame propagates in TurbulenceFD is just as easy and flexible as painting fluids with emitters. It can be based on any fluid channel, not just temperature. This avoids the balancing act you have to perform if temperature also drives the buoyancy force that let's the hot gas rise.

UP-RES'ING
Often you work out the simulation at a low or medium resolution that allows for quick iterations. Then, you would want to simply re-simulate at a higher resolution to get the final result. But that may not only add high-res detail but also slightly change the large-scale motion due to the numerical nature of the simulation. Up-Res'ing is a way to keep the exact shape and motion of a low- or medium-res simulation and only add high-res detail to it. It's also faster than running a full simulation at the same high resolution.

SUB-GRID DETAIL
With Render Time Sub-Grid Detail TurbulenceFD pushes the Up-Res'ing approach even further. Instead of having to run a second pass on your base simulation, you just add the high-res detail to your result at render time. For extreme settings this is not as flexible as Up-Res'ing, but it doesn't require the additional simulation pass or additional cache memory either.

Lynda - The Practicing Photographer (Updated_18.01.2018)

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In The Practicing Photographer, photographer and teacher Ben Long shares a weekly serving of photographic instruction and inspiration. Each installment focuses on a photographic shooting scenario, a piece of gear, or a software technique. Each one concludes with a call to action designed to inspire you to pick up your camera (or your mouse or smartphone) to try the technique for yourself.

https://www.lynda.com/Photography-tutorials/31-Shooting-two-cameras-simultaneously/119012/703024-4.html

Close Combat: Fighter

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The package contains: a combat system, a fully animated character in hand-to-hand combat, a move system (walk, run, jump), and a system for increasing the level of the character.

https://www.unrealengine.com/marketplace/close-combat-fighter

Unity - Voxeland v5.3.1

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Voxeland is a next generation of a cubic-style terrain, but a bit more than that: it is a subdivided and adroitly smoothed cubical structure.

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5.3.1
- fixed Unity crash on block type add/remove when using texture arrays

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Asset Store: http://www.assetstore.unity3d.com/en/#!/content/9180

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PS: Support this developer. This is by far, THE most amazing asset for natural terrain generation on Unity. Developer updates this for lifetime for free without charging for every few version or for plugins (like Gaia developer does). Uploading this new version so people can try it out and buy it themselves.

Simple Building System

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https://www.unrealengine.com/marketplace/simple-building-system

This is a simple building system for your building needs, it is fully multiplayer compatible.

You can build houses, campfires, fences, traps, boats or whatever you want.

Hover Controller

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https://www.unrealengine.com/marketplace/item/15239cb4e97c4e89970564444f1c5022

The main part of this pack is an actor component that can be dropped into a Blueprint and with just a few naming rules on other components, allow the player to control the actor and move it around like a hover craft or such. Be it an anti grav tank, an actual hovercraft, or a mage floating on a pig, you can make it playable with this controller. There are many options included, to help make sure that you can make the actor feel and control how you want it to as well. This is an easy out of the box controller pack to let you make whatever art assets you have quickly become something you can easily play with, emphasizing simplicity and ease of use.

This controller is also made so it can be deactivated and activated as is needed, this can allow it to be replaced with another controller should it also be compatible with this approach (see my other controllers). For example, you could have an actor flying around like a plane and then upon getting close to the ground transform into a hovering unit, letting you quickly and easily swap between different types of controllers to give you more flexibility in what types of interesting actors you can create for your game.

Also included is a camera controller that can control a camera attached to a spring arm in any actor with some simple input events and naming rules, the hover controller has its own camera functions inbuilt, so this is simply an extra.

Lastly, there is a Hovercraft art asset included with this package.

Interaction Kit

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https://www.unrealengine.com/marketplace/item/93daeec8c22e4382988ef5b5dccac172

Interaction Kit is a pack that allows for easy interaction with any objects. It requires little to no effort to install and you can use any already made actor/blueprint setup with this asset. No re-coding of items are required! Everything works with 1 node and everything is completely modular with just some variable changes!This pack comes with a handful of example content to preview and test the interaction setup.

Have A Sit Animation Pack

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https://www.unrealengine.com/marketplace/item/ec22f8065bf049c5aaf38659b7e23184

This pack contains Over 100 animations with 27 different sitting poses.

The main animation blueprint is set up to allow blending of animations allowing the top section of the character to have a different pose.

Quest Map and Navigation System

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https://www.unrealengine.com/marketplace/item/a48fccd3955e4f70b7805134070378d5

This blueprint powered system is an incredibly easy to install, use and customize system that allows you to quickly set up a maps and navigation widgets to assist the player in getting around the world.

Economy Kit

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https://www.unrealengine.com/marketplace/item/b2abec5cefd54dc0a0db552b0c71b667

Economy Kit is the remastered version of our previous pack "Economy Suite".

NEW: The Economy Kit now features trading! Let players trade with each other!

The Economy Kit features new features such as Drag&Drop, Buying and selling in Bulk as well as an improve UI and workflow. We will be creating new features as we reach milestones in our product.

Do you need vendors, handle money, an inventory system that's easy to integrate and that will feature new features in the future? Then get our Economy Kit now!

Character Stats Kit

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https://www.unrealengine.com/marketplace/item/a8656496d6ab446babf8e5a73ba1b80d

This kit contains over 40 nodes to power your experience systems, reputations, skill points and stats!Everything is modular and can be set up by plug and play within minutes!
This kit can be used for showing reputation progress, crafting levels, general levels, class levels, controlling character stats such as mana, health, hunger and much more!Including features such as:
– Creating classes like Ranger, Warrior, Necromancer and so forth, with base stats that are dynamically generated.
– Passive usage for stats, like (automatically) draining mana, hunger or thirst, and even auto-regenerating health.
– Reputation bars, using a customizable formula to change the EXP required per level!
– Settings for starting level, leveling up, max. level and much more!
– A skill point system, which you can reset during in-game runtime!
– Multiplayer support!
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