Wednesday, 1 August 2012

Final Tutorials

Lighting & Rendering 3: Intro to Mental Ray Continued

Ambient Occlusion with Displacment Maps





 

Sub Surface Scattering Part 1: Grapes


Sub Surface Scattering Part 2: Cartoon Shader


Mental Ray: Using Maya Layered Shaders with Mental Ray Nodes


Mental Ray: Round Corners Node


Depth of Field: Using Luminance Depth



Lighting Profiles: IES Lighting Information Files






Dynamics 3: Intro to Dynamic Bodies

(In Order)

Soft Bodies Part 3: Snow

Soft Bodies Part 3: Water

NCloth Part 5: Custom Presets & Component to Component Constraint (Balloons)

Active / Passive Bodies: Stand In Object (Chain Links)

Active / Passive Bodies: Pin Constraint (Earing)

Soft Bodies Part 1: Flesh

NCloth Part 3: Bouncy Castle (Cache Blending)

NCloth Part 4: Rope Bridge (Transform Constraints)

Soft Bodies Part 2: Cloth / Marble

NCloth Part 7: Weld Adjacent Borders Constraint (Candy Bag)

NCloth Part 6: Tearable Surface Constraint (Marbles)

Soft Bodies Part 5: Bubbles

NCloth Part 2: Netting (Indirect Deformation)

Active / Passive Bodies: Nail Constraint (Newton’s Cradle)

Active / Passive Bodies: Hinge & Spring Constraints (Catapult)

NCloth Part 1: Flags (Ncloth, Collider, & Nucleus)



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