[Digital-Tutors] Creating Production Quality Hair Using KRAKATOA in 3ds Max [2014, ENG]

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Post 02-Feb-2016 13:45

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Creating Production Quality Hair Using KRAKATOA in 3ds Max
Год выпуска: 2014
Производитель: Digital-Tutors
Сайт производителя: http://www.digitaltutors.com/tutorial/1771-Creating...akatoa-in-3ds-Ma
Автор: John Brophy
Продолжительность: 03:19:00
Тип раздаваемого материала: Видеоурок
Язык: Английский
Описание: In this tutorial we'll learn how to use KRAKATOA to create production quality hair. We will begin by going over the basics of 3ds Max's Hair and Fur modifier, which will drive the particle hair created by KRAKATOA.
We will then go over how to set up a PRT hair modifier to get the settings appropriate for natural looking fur. Then we'll explore in detail the Kajiya-Kay and Marschner Hair shaders that are available to us in KRAKATOA, as well as how to use the Per-Particle Channel function within the Marschner shader, and export Render Elements. Next we'll dive into the Magma Editor to create some useful hair-specific MagmaFlows, and follow this up by learning how to use Matte objects, set up State Sets in 3ds Max to organize our renders, and how to use the Shadow Generator.
We will conclude by presenting a few ways to save on memory requirements and further optimize our scenes, and then export Render Elements and composite them in NUKE. By the end of the tutorial, you will have a thorough understanding of how to use the amazing quality and flexibility of KRAKATOA hair and be able to apply it to your own projects.
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Серия уроков о том, как использовать KRAKATOA для создания волос высокого качества. Рассмотрены базовые основы модификатора "Hair and Fur" 3ds Max, который используется для управления частицами, созданными KRAKATOA. Рассказано о том, как настроить модификатор PRT, чтобы добиться реалистичного вида волос. Далее в курсе автор затрагивает вопросы использования Magma Editor, Matte objects, установок State Sets и Shadow Generator для рендера в сцены в 3ds Max. Показано, как можно оптимизировать сцену, чтобы сократить нагрузку на оперативную память и как экспортировать элементы рендера для последующего композа в NUKE.

Содержание

01-Introduction and project overview
02-Setting up the KRAKATOA toolbar
03-Setting up our first scene
04-Adjusting the scale for natural hair
05-Reviewing the hair and fur modifier
06-Continuing with the hair and fur modifier
07-Understanding the PRT hair modifier
08-Examining the Kajiya-Kay hair shader
09-Reviewing the Marschner hair shader
10-Continuing with the Marschner hair shader
11-Render Elements in the Marschner shader
12-Using the Magma Editor
13-Continuing with Magma Flow
14-Using gradient ramps and texture maps in Magma Flow
15-Continuing with texture maps in Magma Flow
16-Using Per-Particle Channels
17-Continuing with Per-Particle Channels
18-Creating and using matte objects
19-Using State Sets
20-Casting shadows with Shadow Generator
21-Saving memory and rendering multiple PRT hair profiles
22-Saving V-Ray meshes
23-Final composite in NUKE
Файлы примеров: присутствуют
Формат видео: MP4
Видео: AVC, 1280x720 (16:9), 15.000 fps, 630 Kbps
Аудио: AAC, 44.1 KHz, 96.0 Kbps

Скриншоты

Доп. информация: По ходу курса John Brophy использует: Autodesk 3ds Max, KRAKATOA MX для Autodesk 3ds Max, NUKE.
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