A trial version is now out forr|shaders, a collection of procedural shaders for 3ds Max.
http://www.alessandrocangelosi.com/html/html/little_cloud_dev_-_rshaders_ho.html
Not far off the Somali coast one of the big Vestel cargo vessels is taken over by pirates! Within a split of a second the ship has a new captain, the soup is gone as well as the cargo itself. Will our Vestrons be able to strike back?
CASE STUDY: PIXOMONDO AND NAIAD
Exotic Matter catches up with Mohsen Mousavi, VFX/DFX supervisor and Head of Technology, at Pixomondo Studios, Berlin, to find out more about how Pixomodo is using Naiad as their primary (commercial) fluid simulation tool.
It immediately became clear that Pixomondo needed a product with a flexible architecture, since the complex effects shots that Pixomondo pushes through their pipeline on a daily basis demands more than just a cheap, off-the-shelf fluid simulation product.
3Point Shader
3Point Shader Pro is a toolset for creation and presentation of high-quality real- time materials in the Autodesk 3ds Max™ viewport. A user-friendly GUI helps meet and exceed what is expected of a master shader and its companion tools.
The open product design coupled with creative thinking and the experimentation made easy by the GUI has allowed a wide range of user-created custom effects such as sub-surface scattering, realistic hair rendering and NPR shading.
Hi guys! This tutorial shows an advanced setup for the VrayFastSSS2 shader, emphasizing the creation of a realistic shader for human skin. This can be used in cartoon characters too because of its flexibility at render times that helps both cases (realistic and cartoon). Pay attention to scale values that influence the look of the entire shader in the render. I hope you guys enjoy this tutorial and if you have any questions, please send me an email.
Photo-realistic game engine from Square Enix
Mon, Oct 17 2011 11:29:23 PDT filed under news
This summer, Square Enix released a video showing a pretty impressive new photo-realistic engine they're working on called Luminous.
Now, a Japanese site has an article about it, in which some of the developers talk about the technical choices they made for the engine, and show off some new comparisons between real photos and in-game, real time footage. From the screenshots, it seems like they succeeded in making an impressive product. The company says that Luminous is fully DirectX 11 optimized and uses...
Up first I’ll list the hardware and software I use to create the HDRs:
Camera = Canon 60D
Camera Lens = Sigma 10mm F2.8 EX DC HSM Lens for capturing the fisheye images to build the HDR.
Tripod = Proline with ball head
Controller = Promote Control
Software = PTgui
You certainly don’t need to use the exact same hardware for this. Use whatever camera/lens/tripod combo you prefer. However, I do strongly recommend PTgui for stitching the images together. I also really like the Promote control device as it makes the capture process very simple.
I’ve prepared some tips to help clear up some of the confusion around using the daylight system (and HDRs) with iray. Read on for the details.
One comment I frequently hear is something along the lines of “The lighting or shadows are too soft when using iray”. This can be explained in a few ways. First let’s approach this question with the assumption that the Daylight system is used, configured with the mrSun/mrSky of course. The first thing to realize is that the mrSun & mrSky in the daylight system isn’t really used by iray. It’s illuminating the scene with the mr Physical...