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Monday, 1 May 2017

Pluralsight - Look Development for Photorealistic Interiors Using CINEMA 4D and V-Ray



Pluralsight - Look Development for Photorealistic Interiors Using CINEMA 4D and V-Ray


Have you ever needed to create a photorealistic render? If so, Look Development for Photorealistic Interiors Using CINEMA 4D and V-Ray is the perfect course for you. This course will break down the processes needed to light and texture a scene into more manageable tasks. First, you’ll learn to set up your lighting and cameras. Next, you’ll create materials and texture your objects. Finally, you’ll export a render and touch it up. When you’re finished with this CINEMA 4D course, you’ll not only have a photorealistic render and the skill to produce more, but also you’ll have a good way to get this done with other objects. Software required: CINEMA 4d.





Another links

http://uptobox.com/qfwfcy5mu9qi/Pluralsight_-_Look_Development_for_Photorealistic_Interiors_Using_CINEMA_4D_and_V-Ray.part01.rar
http://uptobox.com/83flae69vf0a/Pluralsight_-_Look_Development_for_Photorealistic_Interiors_Using_CINEMA_4D_and_V-Ray.part02.rar
http://uptobox.com/stlh64er91b1/Pluralsight_-_Look_Development_for_Photorealistic_Interiors_Using_CINEMA_4D_and_V-Ray.part03.rar
http://uptobox.com/i7jborbscf52/Pluralsight_-_Look_Development_for_Photorealistic_Interiors_Using_CINEMA_4D_and_V-Ray.part04.rar
http://uptobox.com/vc4y1jkwvp1x/Pluralsight_-_Look_Development_for_Photorealistic_Interiors_Using_CINEMA_4D_and_V-Ray.part05.rar
http://uptobox.com/zq8qkir9h2r0/Pluralsight_-_Look_Development_for_Photorealistic_Interiors_Using_CINEMA_4D_and_V-Ray.part06.rar
http://uptobox.com/ouhb9951gfrc/Pluralsight_-_Look_Development_for_Photorealistic_Interiors_Using_CINEMA_4D_and_V-Ray.part07.rar
http://uptobox.com/hg6ilgqhvx4n/Pluralsight_-_Look_Development_for_Photorealistic_Interiors_Using_CINEMA_4D_and_V-Ray.part08.rar
http://uptobox.com/5sa6b36hq467/Pluralsight_-_Look_Development_for_Photorealistic_Interiors_Using_CINEMA_4D_and_V-Ray.part09.rar
http://uptobox.com/4ipp4tj4dur7/Pluralsight_-_Look_Development_for_Photorealistic_Interiors_Using_CINEMA_4D_and_V-Ray.part10.rar
http://uptobox.com/uma3usk7tmhw/Pluralsight_-_Look_Development_for_Photorealistic_Interiors_Using_CINEMA_4D_and_V-Ray.part11.rar
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VRAY for C4D v3.4.01 + VRAY Standalone v3.4 WIN/MAC

 Info
We are happy to announce that V-RayforC4D 3.4 has been released. V-RayforC4D 3.4 is seamlessly integrated and optimized for both CPUs and GPUs, using whatever an artist picks to deliver high-quality imagery and animation quickly, even when working with complex 3D scenes. V-RayforC4D 3.4 operates under the same 3.4 core technology that has made V-Ray an industry-standard in visual effects, broadcast and architectural design projects for nearly 20 years. With a vaste lighting, shading, and rendering toolkit at their disposal, artists and designers have full control over the entire creative process, from real-time look development to the final frame.


Features include:


● New great V-Ray 3.4 render speed. faster overall ray tracing and render performance;
● A lot faster path tracing GI, all parts of V-Ray had been greatly optimized using state of the art ray
tracing technology.
● New progressive sampler rendering: see your render within seconds instead of waiting for buckets.
Time or sampling level based for stills and animation.
● New variance based adaptive image sampler (VBAS), in bucket and progressive mode, improved
sub-pixel filtering
● Dynamic Bucket splitting, unified sampler options (only bucket or progressive to choose)
● 3.4 denoiser via vfb &via vray denoise standalone tool (for animation), non destructive, can cut render time by half and more
● Automatic sampling of lights and materials – removing the need to set subdivisions manually
● New Global Defaults for fully automatic render settings, – just turn on GI and render.
● V-Ray RT cpu, cuda, openCL(only win) production rendering in picture viewer and editor
● RT Lightcache support & new premultiplied mode in Lightcache
● Faster Lightcache rendering,
● Lightcache is now rendered distributed via DR
● New feature for Lightcache for universal mode, including animation
● Fast IPR window (interactive preview render) based on V-Ray RT v3.4 core , GPU & CPU options.
● Multi faceted GTR BRDF (ggx pro with tail control)
● Min shading rate (one simple global shading quality slider)
● v3.4 clip max ray intensity setting (can speed up rendering a lot)
● Lot faster hair, grass & fur rendering & a lot faster instance and proxy rendering
● Probabilistic light sampling: a lot faster rendering with huge number of area lights
● Embree 2.3 (also dynamic geometry like displacement ,hair, mb, proxies)
● New 3.4 Render masks (textures, objects, object ids)
● V-Ray Clipper (make easy render time sections or booleans of objects or groups of objects)
● Reflection/refraction sets (include /exclude lists)
● New Object based and unbiased/raytraced (still fast) subsurface scattering option in SSS2 mat and
channel, RT compatible
● New Multiple UV support per shader(!), support for unlimited UV channels chooser inside vray shaders. this overcomes c4ds limitation of not being able to use mapping per shader. You can now map each shader different with any number of custom UV maps, and manage them easy via the new UVW manager tag
● New BRDF Material presets menu inside the Adv BRDF
● New single /rgb curve option for complex IOR, Custom fresnel curves and shader color mapping
● New BRDF Materials: V-Ray Skin Material, V-Ray Volume Material, V-Ray Switch Material (for Scene variations based on full materials), V-Ray OSL Material (win), Stochastic Flakes Material (Brute force Physical flakes), AL_Surface BSDF Material
● New static displacement options (faster), Open-Subdiv support via Displacement Mat option
● Udim texture support*
● New “Auto” mode in color mapping dealing with 8 bit,32 bit and mp situations
● Several New multipass channels, Separate light select layers for render elements (V-Ray light select)
● Sampler-Info-Tex shader as in V-Ray Maya, to read out scene data and use for shading
● OSL shader, with thin film and complex IOR shaders included (win only atm)
● V-Ray frame buffer,with ICC, OCIO, LUT, cube, interactive burn, exposure, highlight, color balance
controls (win only, OSX comes in SP.)
● V-Ray physical based Lens glare glow and diffraction effects via vfb (win)
● New vrmesh export, with all features, animated vr-meshes, hair and particles in vr-meshes
● Additional vray shaders (vray curvature, vray ray switch, vray user data color, vray user skalar, bercon noise, Phoenix Ocean shader)
● Optimised volume rendering
● New Sky and Areal Fog options: Hosek sky model to simulate more natural looking skies, Ground color option for VRaySun and VRaySky, Aerial perspective for efficient and realistic atmospheric depth (fog, humidity)
● Improved translucency in 2 sided mat
● New Dr features (exclude local machine from render, ipr or optional computer name support)
● V-Ray Quick setup (3 simple “speed vs. quality” sliders to tune any render setting)
● New Simplified user interface (optional like vray 3 max)
● New standalone layer_max shader (faster)
● New Multi shader (with new options)
● New V-Ray Instancing shader
● New Random by ID, Random by shell command
● New ray traced round corners, with texture option, perfectly smooth edges at render time with no additional modeling
● Support for V-Ray VR stereo cameras: Support for 6×1 cubic and spherical 360 degree stereo VR
cameras (for Hive, Samsung gear and Oculus Rift use p.e )
● Support for sub folders in c4d search paths and for textures stored in .lib files
● Bitmap aperture & optical vignetting in V-Ray physical camera
● New dome light ground mode mapping
● Shademap support for stereo images(speeds render up)
● C4d OGl editor resolution options for bitmaps in editor
● V-Ray presets, V-Ray tool bar
● New V-Ray Bridge menu
● Tool to transform similar objects automatic into render instances
● Support for native c4d mograph shader on DR standalone (via vray data shader)
● Support for c4d native vertex map on DR standalone (via vray data shader)
● Support for c4d native bitmap on DR standalone (via bitmap to file option, fast)
● faster vrscene export for DR (up to 10x) due new vray sdk
● New MAXON Team Render still image support, in addition to animation frame frame distribution, as alternate option to V-Ray DR, good in case you want to use native c4d shaders.





Features coming in next SP updates to 3.4:
● Updates to the IPR preview window
● Vfb OSX (in SP)
● Glossy Fresnel
● Adaptive lighting ( further improved light sampling, speeding up huge amounts of light)
● V-Ray Support for OpenVDB, Field 3d and Vray Volume grid (in SP)
● Stop & Resuming render
● Direct VR output to HIVE and OCCULUS via RT
● Deep image saving (in SP)
● Node based material editing option (a part is missing yet, once ready is added as SP)



Roadmap for planned additional features in Service packs
● V-Ray production Interactive mode
● Nvidia MDL Materials (gpu & cpu)
● Hybrid CPU and GPU rendering
● VFB redesign
● DR Linux support*
● Google cloud support (via Zync)*
● Presenz support (V-Ray output plugin)*
● Support for Chaosgroup new scanned material format



THANKS TO tombgo for the sources!


link download


                                     

                                       VRayKeyMAC

                            https://www.sendspace.com/file/dphh33
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3d element

Video Copilot Plugin 2017

3d element



Quote


https://www.videocopilot.net/products/recent/ 


Download Link :

Link(s):

http://turbobit.net/6fgj6sv7k5by.html

Link(s):
https://cloud.mail.ru/public/5Z2i/zt9o7K8Vn

Link(s):
http://www.redbunker.net/gasdndyrtpue/Element_3D_v2.2.02147.rar.html
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Thursday, 14 July 2016

FANTASTIC TREE--photoshop


  • Place skeleton images, Extract skeleton from background using Extract filter.
  • Load selection for object. Fill selection with black color in the bottom layer. Apply Gaussian blur filter to created shape and Multiply Blanding Mode.
fantastic old tree
fantastic old tree
  • Add other small details.
fantastic old tree
  • Draw light beams using light yellow translucent, soft brushes. Apply Opacity 80% and Overlay Blending Mode to this layer.
fantastic old tree
  • Draw Spanish moss using preset Texture4 brush from assorted brushes palette with following brushes settings:
fantastic old tree
  • Place smoke and fire images. Use the layers order and Blending Mode adjustments just like on screen shots.
fantastic old tree
  • Merge all layers.
  • Duplicate created layer.
  • Apply Equalize to duplicated layer.
fantastic old tree
  • Apply Gaussian Blur to it.
fantastic old tree
  • Apply Multiply Blanding Mode and Opacity 35%.
fantastic old tree
And here is the result! Click to enlarge the picture.
fantastic old tree
http://alfoart.com/
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Create an Aquatic Photo Manipulation of a Giant Tortoise

Let’s get started

What you will be creating

Here’s look at the outcome you’ll be able to produce by the end of this lesson.

Step 1

Create a new document by selecting File > New and set the setting as shown in the image below.

Step 2

Now, place the underwater image by selecting File > Place. Place it as shown in the image below.

Step 3

Add a layer mask to it by clicking on the second button on the layer panel at bottom right side. Grab the brush tool by pressing (B) on the keyboard. Use a soft round basic black brush to hide the upper part of underwater as shown in the image below. You can see the result below.

Step 4

Duplicate the underwater layer and move it to the right as shown in the image below.

Step 5

Place the underwater image again but this time in the center of the main document as shown in the image below.
Add a layer mask to it and use a soft round basic black brush to hide it’s parts to blend it properly to the scene. Here are the results. Now select all the underwater layer then press (Ctrl+E) on keyboard to merge all three layer into a single layer.

Step 6

Now, add a Brightness/Contrast adjustment layer as clipping mask to the underwater layer (see the image below for New Adjustment layer button and clipping mask button). Set the setting as shown in the image below.
On the layer mask of Brightness/Contrast Adjustment layer I hided the selected effect as shown in the image below.
Here are the results so far.

Step 7

Now, add a Curves adjustment layer to the underwater layer as shown in the image below.
Here are the results.

Step 8

Now, place the sky below the underwater layer.

Step 9

Now, add a Curves and Exposure adjustment layer to the sky image. Set the setting as shown in the image.
Here are the results.

Step 10

On the layer mask of Exposure adjustment layer I hided the selected effect as shown in the image below.
Here are the results.

Step 11

Add a Color Balance adjustment layer to the sky as shown in the image below.
Here are the results.

Step 12

Add a Brightness/Contrast adjustment layer to the sky. On the layer mask of Brightness I hided the selected effect as shown in the image below.
Here are the results so far.

Step 13

Now, place the underwater 1 image above the underwater layer and activate the Free Transform tool by pressing (CTRL + T) on keyboard. Resize it, so it can cover the entire scene.

Step 14

Add a layer mask to it and using a soft round basic black brush hide the selected part as shown in the image below.
Change the blend mode of underwater 1 to soft light. Here are the results.

Step 15

Add a Gradient Map adjustment layer above the underwater 1 without clipping it. Set the setting as shown in the image below.
Change the blend mode of Gradient Map to soft light and reduce the opacity to 69%. Here are the results.

Step 16

Extract the tortoise using your favorite selection tool then place it to the main document as shown in the image below.

Step 17

Add a layer mask to tortoise and partially hide the underwater area of the tortoise by painting in the layer mask about 30% opacity and flow with soft round basic black brush.

Step 18

Add a Hue/Saturation and Brightness/Contrast Adjustment layer to the tortoise to blend it the scene.
Here are the results.
On the layer mask of both adjustment layers I hided the selected effect.
Here are the results.

Step 19

Add a Photo Filter adjustment layer to the tortoise and set the setting as shown in the image below.
Reduce the opacity of Photo Filter to 80% and here are the results.

Step 20

In this step, we’ll add water waves to the scene. Place the water waves image to the main document as shown in the image below.

Step 21

Add a layer mask to the water waves and hide the parts of water waves as shown in the image below using a soft round basic black brush.
Now, change the blend mode of water waves to hard light and reduce the opacity to 50%. Here are the results.

Step 22

To blend the water waves to the scene I added the Brightness/Contrast and Curves adjustment layer to it.
Here are the results.

Step 23

Now, duplicate the water waves layer two times including Brightness/Contrast and Curves adjustments layer. Position it in different places like shown in the image below to get more water waves inside the underwater. Here are the results.

Step 24

Add the Volcano image to the main document as indicated below. We only need the selected parts (see the image below) of volcano not the rest of.
Add a layer mask to it and hide the unwanted part to blend it to the tortoise.

Step 25

Set the blend mode of volcano to hard light. Here are the results.

Step 26

Now, duplicate the volcano layer two times and place it to left and right to cover the tortoise parts (don’t forget to use the layer mask) as shown in the image below.

Step 27

Now, select all the valcano layer and then press (Ctrl+G) to group them. Name this group ‘Island’. Then add a Hue/Saturation adjustments layer to the Island group. Set the setting as shown in the image below. You can see the results below.

Step 28

Place the tree image to the main canvas.

Step 29

Add a Brightness/Contrast and Photo Filter to the tree. Set the setting as indicated by below image.
Here are the results.
On the layer mask of Brightness/Contrast adjustments layer I hided the selected part as shown in the image below to brighten the right part of the tree.

Step 30

Place the stone image to the main document as shown in the image below.
Add a layer mask to the stone. Use a soft round brush tool to hide the unwanted parts as shown in the image below.

Step 31

Add Moss texture to the stone. Clip it to the stone layer then change the blend mode to Multiply. Reduce the opacity to 70%. Here are the results.

Step 32

Add the following adjustment layer to the stone.
Reduce the opacity of 2nd Brightness/Contrast adjustments layers to 53%. Here are the results. Now, select all the stone layers and group them then name this group ‘Stone’.

Step 33

Duplicate the stone group and move it to the right as shown in the image below. Here are the results.

Step 34

In this step we’ll extract the tree 1 using Calculation technique. Open the tree 2 image in Photoshop. Goto Window > Channel. Choose the blue channel duplicate it by right clicking on it then choose duplicate channel. After that Goto Image > Calculation (Make sure that duplicated blue channel is selected). Then set the setting as shown in the image below. You can experiment with any blend mode but most of the situation the Overlay and Multiply blend mode works best.
After using the Calculation, there will be an Alpha channel below the Blue Copy channel. Choose the Alpha Channel then load the selection by holding the Ctrl/Cmd key and then click on the thumbnail of Alpha channel. Go back to the RGB layer and add a layer mask to the tree 1.
Here are the results after extracting the tree 1.

Step 35

Now, place the extracted tree 1 to the main document. Add a layer mask to it and hide the unwanted part using soft round black brush. Here are the results.
As you can see we have so many rough edges on tree 1. We need to fix this. To fix it I added a blending option effect to the tree. Here are the values for blending options.
As you can see by applying a blending option effect all the hard and rough edges have gone. We have pretty much decent results.

Step 36

I reduced the saturation of tree 1 by applying Hue/Saturation adjustment layer to it.

Step 37

Duplicate the tree 1 layer and move it to the left as shown in the image below. Don’t forget to hide the unwanted parts.
Add a Blending Options effect to this layer again. Note that I have used same color for Inner Shadow used in previous step only the angle, distance, opacity are slightly different. Here are the setting.
Add Brightness/Contrast adjusment layer to it. Here are the values.
Here are the results.

Step 38

Duplicate the tree 1 again and place it, with the same Blending Option setting in previous step, as indicated by below. Here are the results.
I added a Brightness/Contrast adjustment layer to it. Set the setting as shown in the image below and here are the results.

Step 39

Duplicate the tree 1 layer again and place it, with the same blending option effect in previous step, as shown in the image below.
I added again a Brightness/Contrast adjustment layer to it. Here are the results.

Step 40

Duplicate it again and place it as shown in the image below. I have used the same color for inner shadow but this time I have changed the Opacity to 49%, Distance to 0, choke to 9 and size to 6.
Here are the results.
Add a Brightness/Contrast adjustment layer and set the setting as shown in the image.

Step 41

Now, extract the tree 1 again for last time. Use the free tranform tool by pressing (Ctrl+T) on keyboard to resize it then place it as shown in the image below. Don’t forget to hide the unwanted parts using layer mask. Here are the results.

Step 42

Add a blending options effect to it and this time overall setting are changed. You can see it below.
Here are the results.

Step 43

Add a Brightness/Contrast adjustments layer to it. Set the values as shown in the image below.
Here are the results.

Step 44

On the layer mask of Brightness/Contrast adjustment layer I hided the selected effect as shown in the image below.
Here are the results. Select all the tree 1 layer and group them then name this group ‘Tree 1′.

Step 45

Add the Waterfall to the main document and place it as shown in the image below. Don’t forget to resize it using free transform tool.

Step 46

Add a layer mask to the waterfall and hide the unwanted parts of waterfall using soft round basic black brush. Here are the results.

Step 47

Add a Brightness/Contrast adjustment layer to the waterfall. Set the setting as shown in the image below.
Reduce the opacity of Photo Filter to 60%. Here are the results.

Step 48

On the layer mask of Brightness/Contrast adjustment layer I hided the selected effect as shown in the image below.
On the layer mask of Photo Filter adjustment layer I hided the selected effect as shown in the image below.
Here are the results.

Step 49

Add a Color Balance and Photo Filter Adjustment layer to the waterfall. Here are the values of these adjustment layers.
On the layer mask of Photo Filter I hided the selected effect.
Here are the results. Select all the waterfall layers and group them. Name this group ‘Waterfall’.

Step 50

Select all the tree 1, stone and waterfall groups. Group them into a new group and name it ‘Created Island’.
Add a Brightness/Contrast adjustment to the Created Island group. Set the setting as shown in the image below.
Here are the results.

Step 51

Hide the selected the effect on layer mask of Brightness/Contrast adjustment as shown in the image below.
Here are the results.

Step 52

Load the Water Splash brush in Photoshop. Use the water 07 brush to create a waterline like shown in the image below. I have used 7 layers to create this waterline.

Step 53

Below the waterfall I created another waterline. Then use warp tool to alter the shape of waterline as shown in the image below.
Here are the results.

Step 54

I added some more water splashes as shown in the image below using water splash brushes.

Step 55

Now, we’ll add the lighting effects to the scene. I created a new layer by pressing (Ctrl+Shift+N) on keyboard then grab the brush tool and change your foreground color to #412b15. Set the opacity and flow to 100% with the size to 900 pixels then paint a big stroke as shown in the image below.
Change the blend mode of this layer to Color Dodge and reduce the opacity to 50%. Here are the results.

Step 56

Now, again create a new layer then fill it with black color. Add a Lens Flare Filter to it by selecting Filter > Render > Lens Flare. Then set the setting as shown in the image below. .
Here are the results on layer.
Move it as shown in the image below.

Step 57

Set the blend mode of Lens Flare to screen. Don’t forget to hide the unwanted parts using layer mask because we’ll only need the Lens Flare as a light source. Here are the results.

Step 58

Add a Level and Hue/Saturation adjustment layer to lens flare as shown in the image below.
Here are the results.

Step 59

Cut out fishes and place them as shown in the image below and use blend modes to blend them inside the underwater. I have used 7 layer to arrange them with different blend mode and opacity.

Step 60

Group all fish layer and name this group ‘Fish’. Add a Hue/Saturation to this group as shown in the image below.

Step 61

Load the Bubbles brush in Photoshop. Paint some bubble as shown in the image below.

Step 62

We need to paint some more lights on island. To do this, create a new layer and pick the brush tool with 30% opacity and flow. Change your foreground color to #634b11 and paint as shown in the image below.
Change the blend mode to Color Dodge. Here are the results.

Step 63

We are almost done but still short of Final Adjustments. Add a Gradient Map adjustment layer to the scene and set the setting as shown in the image below.
Change the blend mode of Gradient Map to soft light and reduce the opacity to 60%. Here are the results.

Step 64

On the layer mask of Gradient Map I hided the selected effect as shown in the image below.
Here are the results.

Step 65

Now, add a Color Balance adjustment layer and set the setting as indicated below.
Here are the results.

Step 66

Add a Brightness/Contrast adjustment layer.
Here are the results.

Step 67

On the layer mask of Brightness/Contrast adjustment layer I hided the selected effect.
Here are the results.

Step 68

Add the last final adjustment layers to the scene which is Selective Color adjustment layer.
Here are the results.

Congratulations ,You’re all done!

You can view the final outcome below. I hope that you enjoyed this tutorial and would love to hear your feedback on the techniques and outcome.
المصدر 
http://psd.fanextra.com/
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