Tampilkan postingan dengan label 3DMax. Tampilkan semua postingan
Tampilkan postingan dengan label 3DMax. Tampilkan semua postingan

Sabtu, 14 April 2012

Autodesk 3DS Max 2013 Free Download

Autodesk 3DS Max 2013


Art Gallery | Autodesk 3DS Max 2013
Autodesk® 3ds Max® and Autodesk® 3ds Max® Design software, 
Software desain provide powerful, pemodelan 3D terpadu, animasi, dan rendering tools yang memungkinkan seniman dan desainer untuk memfokuskan energi lebih pada tantangan kreatif, bukan teknis. The products share core technology, menawarkan toolsets khusus untuk pengembang game, efek visual seniman, dan seniman grafis animasi bersama dengan profesional kreatif lainnya bekerja di industri desain media di satu tangan, dan arsitek, desainer, insinyur, dan spesialis visualisasi di sisi lain .

Features

Whether you’re an artist or a designer, new motion graphics, animation, and simulation tools in Autodesk® 3ds Max® 2013 and Autodesk® 3ds Max® Design 2013 software empower you to focus more energy on creative, rather than technical challenges, raising the quality of your work without compromising your ability to meet ever shorter deadlines.


Yang baru di Autodesk 3ds Max 2013  :

Adobe After Effects Interoperability
If you use Adobe® After Effects® software, you’ll find a level of interoperability in Autodesk 3ds Max and 3ds Max Design 2013 that sets a higher standard for 2D/3D data exchange. The new Media Sync functionality provides two-way transfer of cameras, lights, null objects, plane objects/solids, footage, footage layering, blend modes, opacity, and effects; with it, you can iterate more effectively and reduce rework to complete projects in less time.

Render Pass System and Photoshop Interoperability
Scenes can now be more easily segmented for downstream compositing. Thanks to an entirely new render pass system in Autodesk 3ds Max and 3ds Max Design, you can now create render elements for Autodesk® Smoke® 2013 software, Adobe After Effects, Adobe® Photoshop software, or certain other image compositing applications more efficiently. A state recorder enables you to capture, edit, and save the current state, while a visual interface shows how compositing and render elements are wired together to create the final result. You can quickly set up and execute multiple render passes from a single file; individual passes can be modified without the need to re-render the whole scene, enhancing productivity.

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Jumat, 03 Februari 2012

21 Animation 3D Max Tutorial Free Download

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21 Animation 3D Max Tutorial Free Download
Dalam video ini terdiri 21 judul pelatihan :

Berikut adalah judul dari proyek-proyek:
1 - Otomatis tiga-dimensi yang nyata
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Minggu, 27 November 2011

CG.TUTSPLUS.COM - Video Tutorials for 3ds Max (Volume 1)

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CG.TUTSPLUS.COM - Video Tutorials for 3ds Max (Volume 1)
English | MPEG4 | 10:50:00 | 12.28 Gb
Video: MPEG4 Video (H264) 1280x720 15.00 fps 
Audio: AAC 22050Hz stereo 705 Kbps
Cgtuts+ is a source of learning on all aspects of computer graphics. We pump out regular tutorials on Maya, 3Ds Max, Cinema 4D, ZBrush, Blender, Mudbox and more. We cater to beginner, intermediate and advanced CG artists. Our tutorials are the best on the web, hands-down – that’s why over 4 million people visit our network of tutorial sites each month. Whether your dream (or reality) is building CG models, textures and animations for games, movies, commercials, architecture or elsewhere, you’ll learn techniques that you can apply to your projects today.

Tutorials:
The Graphite Modeling Tools
3DS MAX 6 EditPoly Modeling Fish 
An Introduction to Subdivision (High-Poly) Modeling Tools and Techniques
Array Tutorial
Create An Advanced Drifting Car Rig In 3dsMax
Introduction To 3dsMax Polygonal Modeling Tools
Quickly Create A Realistic Looking Nokia 5800 In 3dsMax
Using The Xoliul Realtime Viewport Shader In 3dsMax
Exterior Light Modeling - 3D Studio Max Tutorial by Ben Tate
How to Bake a Flawless Normal Map in 3ds Max
How to Create Cool Hair and Fur Effects in 3ds Max 
Making Realistic Water in 3ds Max
Model a Detailed High Poly Fire Hydrant in 3ds Max
Model a High-Poly Car Wheel in 3ds Max  
Model a High-Poly Roof Hatch in 3ds Max
Model, Paint, and Animate a Realistically Stylized Eye in 3ds Max
Modelling a Walking Bridge Header 
Next-Gen Weapon Creation   
Shingle modeling in 3D studio max
Sink Project 
Spacing Tool
Using Splines to Add Detail to Your High-Poly Model in 3ds Max
Using Splines to Quickly Create Highly Complex Geometry in 3ds Max  
Wire bench  
Create an Interactive 3d Model Viewer using 3ds Max and Wirefusion  
How to Create a Realistic Candle Scene with 3ds Max and FumeFX  
Model a High-Poly RPG Rocket Launcher in 3ds Max 
Model a Modern Spiral Staircase in 3ds Max 
Create a Marching Army Animation using Particles in 3ds Max


Senin, 21 November 2011

Premium download Interior lighting with 3ds Max & V-Ray

Free Download
Interior lighting with 3ds Max & V-Ray
Practical Interior Lighting in 3Ds Max Tutorial with VRay;
Format: wmv (time: 100 min/eng)+project files;
Size: 370 mb;

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Kamis, 10 November 2011

Create-A-Complete-Architecture-Scene-in-3DS-Max Free Download

Free Download
Create-A-Complete-Architecture-Scene-in-3DS-Max
- 909 MB -

In this new tutorial for 3ds max we’ll start to work on a architectural interior scene with a pool inside. We’ll start modeling the entire scene using standard poly modeling tools as extrusion, chamfer and standard primitives. Then we’ll start assigning simple shader and we’ll add a basic illumination using a Sun/Sky for Mental Ray using the Daylight system and some Sky Portal. We’ll take a look at basic rendering setup using Mental Images iRay Renderer.

Course will cover :
Basic pool modeling
Advanced pool and environment modeling
Basic material setup
Arch & Design shaders
Complete set of materials
Different lighting conditions with iRay
Final composition

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Sabtu, 05 November 2011

Autodesk 3ds Max Techniques Collections Free Download

Free Download
Autodesk 3ds Max Techniques Collections
Video Training | 7.91Gb
This is a collection video training about Autodesk 3ds Max software provide powerful, integrated 3D modeling, animation, rendering, and compositing that enable artists and designers to more quickly ramp up for production. The two versions share core technology and features, but offer differentiated experiences and specialized toolsets for game developers, visual effects artists, and graphic designers on the one hand, and architects, designers, engineers, and visualization specialists on the other.

Include:
Achieve Believable Lip Synchroniszation in 3ds Max
Learning Objectives
* Traditional Animation Approaches
* 3D Typical Approaches, visemes
* Create and enhance morph targets
* Lip-sync process, and automation of the lip-sync process
* Reference Books, Q&A Session

Advanced Animation Effects Using Simple But Effective Rigs
Learning Objectives
* How to create automated secondary motion for a tail
* How to create automated secondary for a mech arm
* How to merge rigs
* How to stick an object to a dynamic surface

Anaglyph Stereoscopy Techniques
This presentation covers the theory and practice of furthering the illusion of 3D by using stereoscopic techniques. Louis covers the approach of an 'easy camera setup' with rules for efficiency. Next, he demonstrates the process of a 'true camera setup'. Finally, Louis explains the method of 'anaglyph stereoscopy' for red/blue glasses. This includes a chapter on compositing in Autodesk Combustion. Please note that although much of the presentation is conducted in 3dsMax, these techniques can be applied in Maya as well.

Learning Objectives
* Easy Camera Setup
* True Camera Setup
* Combining the Eyes
* Compositing in Combustion

Design Visualization
Focus is on 3ds Max as a tool for presenting client visions such as architectural and product designs The primary focus will be on materials and lighting within 3ds Max Includes integration with Autodesk Combustion will also be explored including RPF, the discreet olor Corrector and Render Elements Authored by Gary Davis, certified training specialist for 3dsMax, Combustion and Toxik. He regularly acts as instructor at the Oregon3D and Planet Digital training centers

Learning Objectives:
Presenting:
Architectural designs
Product designs
Materials and lighting
Integration with Autodesk Combustion
RPF
Discreet Color Corrector
Render Elements.

Film Visual Effects in 3ds Max
The first part of this class will overview the process for creating digital pyrotechnics through particles and fluid simulations. Explosions, fire, smoke and various other effects as well as various creature effects. NOTE: The techniques demonstrated in this presentation equire the following plug-ins: FumeFX created by Sitni Sati (available on the Autodesk eStore) and Particle Flow Tools created by Orbaz Technologies.
Use this serial : 002-06212007-075
Hair And Fur in Commercial Production
Your Media Key is: 002-01282008-080
Learning Objectives
* UI setup and tools
* Grooming pipeline
* Rendering hair as geometry
* Cloth driven hair setup
* Other uses for hair

Rapid Tools Development
Rapid Tools Development will focus on best practices for user interface creation and the optimal workflows for designing artistic tools in the shortest time possible Authored by Borislav "Bobo" Petrov, Technical Director of Visual Effects at Frantic Films
Learning Objectives: User interface creation Optimal workflows for designing artistic tools
Learning Objectives
* User interface creation
* Optimal workflows for designing artistic tools

The Emergence Of The Architectural Film Using 3ds Max In Architectural Animation
- Using the language of filmmaking, visual effects, motion design, and architectural illustration, explore elements of pre-production such as pre-visualization and animatics
- Animation with a heavy emphasis on camera moves
- Post-production techniques including rendering, creating and using matte passes, and utilizing render passes
- The class uses a "movie-breakdown" and "shot-breakdown" approach to illustrate the various methods
- There is also some discussion of optimizing workflow with MAXScript, as well as scene and file organization
Learning Objectives
* Industry Make-up
* History of Arch-Vis
* Camera Animation
* Waterfall Example
* Post Production, Rendering, Render Mattes

The Quest For The Make Art Button
Learning Objectives
* Scripting & the Creative Process
* Procedural Modeling & Animation
* Cyclograph Scripts
* Growing Hierarchical Structures

Whats New In Autodesk 3ds Max 2008
Learning Objectives
* Viewport & Modeling Enhancements
* Modifier & Mapping Enhancements
* File and Data Scene Management
* Performance & Speed Enhancements
* Mental ray & Animation Enhancements

Building a Character for Games
Get the inside story with Building a Character for Games where an industry professional reveals the intricacies of character modeling. Using the library of body parts included on this DVD, build a low-poly model that is optimized for game play and then refine it to reate the hi-poly model you need to generate normal maps. Work with symmetrical and asymmetrical geometry; add just enough detail to make the character stand out; adjust smoothing groups as needed. Learn to identify trouble spots and avoid quirks that would otherwise come up during the debug phase in a professional games pipeline.
Finally, admire your results in a convincing human figure that is ready for rigging.
Learning Objectives
* Original Idea and Concept Art
* Starting the Low-Res Model with the Arm
* Adding the Face
* Working with Details and Smoothing Groups
* Adding Asymmetrical Detail
* Adding Detail to the Hi-Res Model
* Creating Rivets
* Adding Anatomical Detail
* Fine Tuning and Finishing

Character Rigging Think Outside the Box
Learn a variety of character rig creation methods Authored by Laurent M. Abecassis, founder of Di-O-Matic, a company that develops character animation plug-ins and custom plug-ins for 3ds Max as well as interactive training CDs
Learning Objectives:
Creating Interactive Tools to Improve Your Workflow
Correcting Motion Capture Animation on a Biped
Using Mesh Slicing for Better Character Rig Approximation
Creating a Complex Rig in Minutes

Learning Objectives
* Creating Interactive Tools to Improve Your Workflow
* Correcting Motion Capture Animation on a Biped
* Using Mesh Slicing for Better Character Rig Approximation
* Creating a Complex Rig in Minutes


Kamis, 20 Oktober 2011

Lynda.com 3ds Max 2011 Essential Training Free Download

Free Download
Lynda.com 3ds Max 2011 Essential Training
- 1,84 GB -

In 3ds Max 2011 Essential Training, author Aaron F. Ross demonstrates how to use this top-tier application for digital content creation, widely used in diverse industries such as architecture, industrial design, motion pictures, and games and virtual worlds. This course covers modeling with polygons, curves, and subdivision surfaces, defining surface properties with materials and maps, setting up cameras and lights, animating objects, and final output rendering. Exercise files accompany the course.


Topics include:
* Getting familiar with the 3ds Max interface
* Creating shapes and splines
* Modeling Loft objects
* Creating motion graphics
* Modeling with polygons and subdivisions
* Modeling with NURBS
* Shading objects with materials and maps
* Setting up camera and scene layout
* Lighting basic scenes
* Animating objects with keyframes
* Editing keyframes in the Curve Editor
* Constructing and animating hierarchies
* Using animation Constraints
* Animating particle systems
* Rendering animations to disk

__________________________
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Sabtu, 24 September 2011

CG Academy 3DMax HLSL Shader Creation 2

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CG Academy 3DMax  HLSL Shader Creation 2
DVD 3DMax | 3 Hours, 24 Minutes | 2,27 GB

Content :
CH01: Normal Mapping
Ben starts by looking at how we can use Normal Maps to add surface detail and form to our shading.

CH02: Basic Lighting - Ambient Light
We start our exploration of surface shading by modelling the non-directional Ambient lighting component.

CH03: Basic Lighting - Diffuse Light
Now we add in directional diffuse lighting into our shading model.

CH04: Basic Lighting - Specular Light
And we finish off our basic shading model with our Specular highlights.

CH05: Advanced Lighting – Light Attenuation
Now Ben looks at how we can better model our light sources. So, firstly we make 
our lights intensity diminish over distance, just as lights do in the real world.

CH06: Advanced Lighting – Directional Lights
Next Ben models distant light sources, such as the Sun, with directional light.

CH07: Advanced Lighting – Spot Lights
And finally Ben looks at how we can focus a light into a defined circular throw, with a Spot light.

CH08: GI – Ambient Occlusion
We now move on to look at how we can model our Ambient light component 
more closely with Ambient Occlusion.

CH09: GI – Using Ambient Cube Maps
Then Ben shows us how we can use Ambient Cube Maps to blend in with our 
Ambient Occlusion maps, and produced enhanced ambient lighting.

CH10: GI – Creating Ambient Cube Maps
And finally we look at how we can create Ambient Cube Maps from our own HDRI images.

CH11: Lighting Models – Phong/Blinn
In this section of the DVD we look at further shading models. Firstly we look at 
the differences between the Phong and Blinn specular shading models.

CH12: Lighting Models – Cook/Torrence
And then we move on to look at the Cook/Torrence shading model. A shader 
designed to better model the specular response of metal.

CH13: Lighting Models – Oren/Nayar
And we wrap up the DVD by looking at the Oren/Nayar shading model. 
A shader that models highly diffuse surfaces.
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CG Academy 3DMax HLSL Shader Creation 1

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CG Academy 3DMax  HLSL Shader Creation 1 : HLSL Fundamental
DVD 3DMax | 3 Hours 14 Minutes | 1,29 GB

Content :
CH 01: What is HLSL?
Ben explains what HLSL is and why its useful to learn how to use it.

CH 02: The Graphics Pipeline
Then he gives a run through of a typical pipeline on current video cards. Explaining 
where the different elements of HLSL shaders come in to play.

CH 03: Shader Writing Setup
Ben then shows how to setup 3dsmax and 3rd party software to create an intuitive 
and fast shader development environment.

CH 04: Basic Programming: Data Types
Now we look at some of the fundamentals concepts of programming in HLSL. 
Ben starts with Data Types.

CH 05: Basic Programming: Structs
Then he moves on to explain Structs.

CH 06: Basic Programming: Functions
And Ben wraps up this section by looking at how Functions work in HLSL.

CH 07: FX Framework: The User Interface
HLSL shaders have a standard framework in which they should be created. 
This is known as the FX Framework. Here Ben explain the GUI elements of that framework.

CH 08: FX Framework: Input & Output Structs
We then look at the Input and Output Structs of the FX Framework.

CH 09: FX Framework: Vertex & Pixel Shaders
Then we look at the main "meat" of the FX Framework, the Vertex and Pixel Shaders.

CH 10: FX Framework: Techniques & Passes
And we finish this section by exploring Techniques and Passes.

CH 11: Creating Simple Shaders
With the FX Framework under our belt we now have the tools to attempt creating simple shaders. 
Here Ben shows you how to create a very simple shader to get the ball rolling.

CH 12: A Diffuse Shading Model
And we complete the DVD by looking at how we can simulate Diffuse lighting in a shading model . 
Then Ben shows us how to implement this in our simple shader. 
We now have our first functional HLSL shader.

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CG Academy 3DMax Afterburn Masters 3

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CG Academy 3DMax  Afterburn Masters 3 : Allan McKay's Air Strike
DVD 3DMax | 2 Hours, 11 Minutes | 1,13 GB

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CG Academy 3DMax Afterburn Masters 2

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CG Academy 3DMax  Afterburn Masters 2 : Allan McKay's Fireball
DVD 3DMax | 2 Hours, 1 Minute | 1,13 GB

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CG Academy 3DMax Afterburn Masters 1

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CG Academy 3DMax  Afterburn Masters 1 : Allan McKay's Afterburn Fundamental
DVD 3DMax | 3 Hours, 40 Minutes | 2,87 GB

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CG Academy 3DMax Animation Fundamental 2

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CG Academy 3DMax  Animation Fundamental 2 : Adding Character
DVD 3DMax | 4 Hours, 37 Minutes | 1,70 GB

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CG Academy 3DMax Animation Fundamental 1

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CG Academy 3DMax  Animation Fundamental 1 : The Core Principles
DVD 3DMax | 7 Hours, 47 Minutes | 2,83 GB

Content : 
CH01: What Is Animation?
Simon starts with an introduction to what animation is, the phenomena behind it, the basic structure of how we will tackle our animation and so on.

CH02: The Bouncing Ball - Timing and Spacing
We make a start on our first practical tutorial by looking at Timing and Spacing. Here we lay down the “back-bone” of our bouncing ball animation.

CH03: Trackview - The Curve editor
As we now need to use the Curve Editor to take fine control of our animation, we take an in-depth look at the Trackview/Curve Editor.

CH04: TBB - Adding Mass and Weight
Now we understand the Curve Editor better, we can start working into our bouncing ball animation, altering the Spacing to create a feeling of Mass and Weight in our ball.

CH05: TBB - Refining the Animation
We wrap up this tutorial by taking another sweep over the animation, refining the balls bouncing motion. At the close of this chapter, we have our first complete animation.

CH06: FK and IK Setup
For our next tutorial on overlapping action, we need to understand the differences between Inverse and Forward Kinematics. Simon runs us through those differences here.

CH07: Animating a Tentacle - Overlapping Action
Now, using Forward Kinematics we animate a simple bone chain, and we offset each bones rotation in time to create the effect of overlapping action.

CH08: Floppy - Character and Animation Rig
Now we have the principle of overlapping action under our belts, we will start a new pair of tutorials that will apply all we have learnt so far. Here Simon introduces us to the character we will be using to do so, “Floppy”. And the character rig we will use to control him.

CH09: Floppy’s Jump Cycle – Blocking
So, we start once again by setting up the back-bone of our animation. We lay down key poses for Floppy in our blocking stage of the animation. Here we are going to create a hop cycle.

CH10: FJC - Posing Floppy
Having worked out our basic timing, Simon works into the key poses of Floppy to give a better feeling of Mass and Weight.

CH11: FJC - Adding Secondary Animation
Now we have our core animation in place, we can introduce a new principle, Secondary Animation. We add new motion to Floppy’s ears based on his core animation.

CH12: FJC - Refining and Finishing Off
And once again we finish off our animation by running through it once more and refining elements of the motion here and there.

CH13: Floppy’s Hop - Goals and Structure
We start a new tutorial with Simon explaining what our goals are, and how we are going to structure our work to achieve them.

CH14: Floppy’s Hop - Creating the Two Hops
We take the previously completed Floppy hop cycle and we cut it down to two complete hops. Starting on the ground, Floppy hops into the air, bounces, arcs into the air and lands.

CH15: Floppy’s Hop - Adding Anticipation
But our animation is missing something… Floppy instantly leaps into the air, without gathering energy to do so. And when he lands and stops, he stops dead. So we start addressing these issues by adding a new principle here, Anticipation.

CH16: Floppy’s Hop - Adding Follow Through
Having given Floppy some build up into his hops, we add a winding down in his energy here by adding another principle, Follow-Though.

CH17: Floppy’s Hop - Refining the Animation
And once again we follow our animation structure to refine our animation at this point. Simon works out some issues here and there, and the result is our first full animation!!

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CG Academy 3DMax Lighting & Rendering Fundamentals 1

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CG Academy 3DMax  Lighting & Rendering Fundamentals 1 : Light & Colour Theory
DVD 3DMax | 3 Hours, 33 Minutes | 3,21 GB

Content :
Chapter 01: Evolution of Light: Part 1
Chris starts the series with an look into the art and developments in technology that have 
lead us to the current state of the art in rendering theory and technology. We start by looking 
at the earlier periods of art, running up to the 17th Century.

Chapter 02: Evolution of Light: Part 2
Chris continues his exploration of art history. In this chapter we cover the modern period. 
With the invention of photography, cinematography and the modern era and its explosion in special effects.

Chapter 03: Colour Theory Introduction
Here we look at the very basics of colour theory. Looking at topics such as the fundamental 
nature of light, how it is made up of a variety of wavelengths, is transmitted by photons. 
Also how the human eye works and the surface nature of materials.

Chapter 04: Additive Colour
Light uses the "Additive Colour Model" in this chapter Chris explores what this means and its implications.

Chapter 05: Using RGB Values In Software
When working in 2 and 3D software we have to make use of this additive colour system. 
In this chapter Chris looks at how we access the most basic exposure of this colour space, 
using the RGB model.

Chapter 06: Using HSV / HLS Values In Software
Chris then looks at the HSV / HLS colour model. An alternative to RGB that can 
be easier to use in many circumstances.

Chapter 07: Colour Depth And Storage Methods
How do we represent the colours of the spectrum and the very many intensities of each hue. 
And once we have such a system, how do we store these images?

Chapter 08: Subtractive Colour
When light hits a surface, some of its colours are absorbed. Here Chris explores 
the implications of this phenomena and the "Subtractive" Colour Model it creates.

Chapter 09: Colour Temperature & White Point
Light can have certain energies to it. This can cause light to have a noticeable colour tinge to it. 
Here Chris explores these phenomena and explains how we represent them with the 
Colour Temperature system and the concept of the "White Point".

Chapter 10: Dynamic Range & Image Exposure
When we see the world around us we can only perceive a small range of the energy 
levels around us at any one time. Here Chris explains this limitation and how new 
developments have lead to the concepts of LDR and HDR images.

Chapter 11: Low Dynamic Range Images
Chris explains in depth how the low dynamic range image perception and storage systems work.

Chapter 12: High Dynamic Rang Images
And he concludes the DVD with the more inclusive High Dynamic Range system that is 
currently at the centre of a revolution in lighting & rendering theory and technology

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CG Academy 3DMax Particle Flow Scripting 2

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CG Academy 3DMax  Particle Flow Scripting 2 : The Flow Script Show
DVD 3DMax | 4 Hours, 20 Minutes | 781MB

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CG Academy 3DMax Particle Flow Scripting 1

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CG Academy 3DMax  Particle Flow Scripting 1
DVD 3DMax | 4 Hours, 20 Minutes | 781 MB

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CG Academy 3DMax Particle Flow Fundamentals 5

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CG Academy 3DMax  Particle Flow Fundamentals 5 : Practical Examples
DVD 3DMax | 4 Hours, 3 Minutes | 3,07 GB

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CG Academy 3DMax Particle Flow Fundamentals 4

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CG Academy 3DMax  Particle Flow Fundamentals 4 : Tests, Forces & Collisions
DVD 3DMax | 4 Hours, 43 Minutes | 1,54 GB

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CG Academy 3DMax Particle Flow Fundamentals 3

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CG Academy 3DMax  Particle Flow Fundamentals 3 : Operators 2
DVD 3DMax | 2 Hours, 47 Minutes | 1,33 GB

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