Download or read book Arnold Render Engine Basics Training Book for HOUDINI written by Serdar Hakan DÜZGÖREN and published by Serdar Hakan DÜZGÖREN. This book was released on with total page 1269 pages. Available in PDF, EPUB and Kindle. Book excerpt: Arnold Arnold is an advanced cross-platform rendering library, or API, used by a number of prominent organizations in film, television, and animation, including Sony Pictures Imageworks. It was developed as a photo-realistic, physically-based ray tracing alternative to traditional scanline based rendering software for CG animation. Arnold uses cutting-edge algorithms that make the most effective use of your computer’s hardware resources: memory, disk space, multiple processor cores, and SIMD/SSE units. The Arnold architecture was designed to easily adapt to existing pipelines. It is built on top of a pluggable node system; users can extend and customize the system by writing new shaders, cameras, filters, and output driver nodes, as well as procedural geometry, custom ray types and user-defined geometric data. The primary goal of the Arnold architecture is to provide a complete solution as a primary renderer for animation and visual effects. However, Arnold can also be used as: A ray server for traditional scanline renderers. A tool for baking/procedural generation of lighting data (lightmaps for videogames). An interactive rendering and relighting tool. Why is Arnold different? Arnold is a highly optimized, unbiased, physically-based 'Monte Carlo' ray/path tracing engine. It doesn't use caching algorithms that introduce artifacts like photon mapping and final gather. It is designed to efficiently render the increasingly complex images demanded by animation and visual effects facilities while simplifying the pipeline, infrastructure requirements and user experience. Arnold provides interactive feedback, often avoiding the need for many render passes and allowing you to match on-set lighting more efficiently. By removing many of the frustrating elements of other renderers, Arnold fits better with your work-flow, produces beautiful, predictable and bias-free results, and puts the fun back into rendering! What is wrong with algorithms like photon mapping or final gather? Such algorithms attempt to cache data that can be re-sampled later, to speed up rendering. However, in doing so, they use up large amounts of memory, introduce intermediate steps that break interactivity, and introduce bias into the sampling that causes visual artifacts. They also require artists to understand the details of how these algorithms work to correctly choose various control settings to get any speed up at all without ruining the render. Worse than that, these settings are almost always affected by other things in the scene, so it's often possible to accidentally use settings for the cache creation/use that make things worse, not better, or that work fine in one situation but are terrible in another, seemingly similar, situation. In short, they are not predictable, other than for very experienced users, and require artists to learn way too much about the algorithms to gain any benefit. We believe that your time is more valuable than your computer's time; why spend an extra 30 minutes working with photon mapping or final gather settings, even if it saves 30 minutes render time (and more often than not it doesn't). That's still 30 minutes not spent modeling, animating or lighting.
Download or read book Arnold Render Engine Basics Training Book for 3ds MAX written by Serdar Hakan DÜZGÖREN and published by Serdar Hakan DÜZGÖREN. This book was released on with total page 1013 pages. Available in PDF, EPUB and Kindle. Book excerpt: Preface What is the Arnold Render Engine? What Is Not? You have now got a 1000-page book in which you can find an answer to the question. Welcome to the world of the Arnold Render Engine, with this book you'll have full detailed information about Arnold and be able to create realistic scenes. The Arnold rendering engine, a render engine with a history of quality work, has been used for visual effects in many movies in Hollywood. Yes, a long journey awaits you, be prepared to take your place in this endless world. What Can I Do With the Arnold Render Engine? 1. You Can Prepare Realistic Scenes. 2. You Can Create Super Visual Effects. 3. You Can Model High Quality Characters and Rend them. 4. You Can Prepare High Quality Materials. 5. You Can Create Great Animations. You can be sure that you can make and create more quality and detailed works than many famous render engines on the market. Yes, no more waiting for you to enter the magical world of the Arnold Render Engine right now. Serdar Hakan DÜZGÖREN Autodesk Expert Elite | Autodesk Offical Member | Autodesk Int. Moderator | Autodesk Consultant
Download or read book Autodesk Arnold Render User Guide for MAYA written by Serdar Hakan DÜZGÖREN and published by Serdar Hakan DÜZGÖREN. This book was released on with total page 1580 pages. Available in PDF, EPUB and Kindle. Book excerpt: Arnold Arnold is an advanced cross-platform rendering library, or API, used by a number of prominent organizations in film, television, and animation, including Sony Pictures Imageworks. It was developed as a photo-realistic, physically-based ray tracing alternative to traditional scanline based rendering software for CG animation. Arnold uses cutting-edge algorithms that make the most effective use of your computer’s hardware resources: memory, disk space, multiple processor cores, and SIMD/SSE units. The Arnold architecture was designed to easily adapt to existing pipelines. It is built on top of a pluggable node system; users can extend and customize the system by writing new shaders, cameras, filters, and output driver nodes, as well as procedural geometry, custom ray types and user-defined geometric data. The primary goal of the Arnold architecture is to provide a complete solution as a primary renderer for animation and visual effects. However, Arnold can also be used as: A ray server for traditional scanline renderers. A tool for baking/procedural generation of lighting data (lightmaps for videogames). An interactive rendering and relighting tool.
Download or read book Production Volume Rendering written by Magnus Wrenninge and published by CRC Press. This book was released on 2012-09-25 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: Due to limited publicly available software and lack of documentation, those involved with production volume rendering often have to start from scratch creating the necessary elements to make their system work. Production Volume Rendering: Design and Implementation provides the first full account of volume rendering techniques used for feature animation and visual effects production. It covers the theoretical underpinnings as well as the implementation of a working renderer. The book offers two paths toward understanding production volume rendering. It describes: Modern production volume rendering techniques in a generic context, explaining how the techniques fit together and how the modules are used to achieve real-world goals Implementation of the techniques, showing how to translate abstract concepts into concrete, working code and how the ideas work together to create a complete system As an introduction to the field and an overview of current techniques and algorithms, this book is a valuable source of information for programmers, technical directors, artists, and anyone else interested in how production volume rendering works. Web Resource The scripts, data, and source code for the book’s renderer are freely available at https://github.com/pvrbook/pvr. Readers can see how the code is implemented and acquire a practical understanding of how various design considerations impact scalability, extensibility, generality, and performance.
Download or read book Beginning PBR Texturing written by Abhishek Kumar and published by Apress. This book was released on 2020-05-20 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: Delve into the concepts of physically based rendering (PBR) using Allegorithmic’s Substance Painter. This book covers the integration of PBR textures with various 3D modeling and rendering packages as well as with the Unreal Engine 4 game engine. Beginning PBR Texturing covers all aspects of the software and guides you in implementing its incredible possibilities, including using materials, masks, and baking. Integration with both internal and popular external rendering engines is covered. This book teaches you the skills you need to use the texturing tool that is recognized by studios worldwide. You will know tips and tricks to implement the pipeline and speed up your workflow. What You Will Learn Know the fundamentals of PBR-based texturing from the ground upCreate production-ready textured models from scratchIntegrate PBR textures with standard 3D modeling and rendering applicationsCreate portfolio-ready renders using offline renderers Who This Book Is For Beginners in the fields of 3D animation, computer graphics, and game technology
Download or read book Introducing ZBrush written by Eric Keller and published by John Wiley & Sons. This book was released on 2011-05-23 with total page 682 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you want to take advantage of one of the hottest CG tools available, Introducing ZBrush is the perfect place to start. Introducing ZBrush helps you jump into this exciting drawing and sculpting software without fear. Learn ZBrush 3.1 basics inside and out and get comfortable sculpting in a digital environment with this relaxed, friendly, and thorough guide. Master these practical techniques and soon you'll be creating realistic, cartoon, and organic models with flair. Introduces you to ZBrush 3.1, the sculpting software that lets you create digital art with a fine-art feel, which you can transfer into Maya or other 3D applications Covers painting, meshes, organic sculpting, hard surface sculpting, textures, lighting, rendering, working with other 3D applications, and scripting Walks you through a series of fun and engaging tutorials where you can start creating your own work, including human, cartoon, and organic models Learn to create lush, beautiful digital art with ZBrush and this detailed guide.
Download or read book Lighting for Animation written by Jasmine Katatikarn and published by CRC Press. This book was released on 2016-12-19 with total page 642 pages. Available in PDF, EPUB and Kindle. Book excerpt: Lighting for Animation is designed with one goal in mind - to make you a better artist. Over the course of the book, Jasmine Katatikarn and Michael Tanzillo (Senior Lighting TDs, Blue Sky Studios) will train your eye to analyze your work more critically, and teach you approaches and techniques to improve your craft. Focusing on the main philosophies and core concepts utilized by industry professionals, this book builds the foundation for a successful career as a lighting artist in visual effects and computer animation. Inside you’ll find in-depth instruction on: • Creating mood and storytelling through lighting • Using light to create visual shaping • Directing the viewer’s eye with light and color • Gathering and utilizing reference images • Successfully lighting and rendering workflows • Render layers and how they can be used most effectively • Specific lighting scenarios, including character lighting, environment lighting, and lighting an animated sequence • Material properties and their work with lighting • Compositing techniques essential for a lighter • A guide on how to start your career and achieve success as a lighting artist This book is not designed to teach software packages—there are websites, instructional manuals, online demos, and traditional courses available to teach you how to operate specific computer programs. That type of training will teach you how to create an image; this book will teach you the technical skills you need to make that image beautiful. Key Features Stunning examples from a variety of films serve to inspire and inform your creative choices. Unique approach focuses on using lighting as a storytelling tool, rather than just telling you which buttons to press. Comprehensive companion website contains lighting exercises, assets, challenges, and further resources to help you expand your skillset.
Download or read book Liquid Modernity written by Zygmunt Bauman and published by John Wiley & Sons. This book was released on 2013-07-10 with total page 183 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this new book, Bauman examines how we have moved away from a 'heavy' and 'solid', hardware-focused modernity to a 'light' and 'liquid', software-based modernity. This passage, he argues, has brought profound change to all aspects of the human condition. The new remoteness and un-reachability of global systemic structure coupled with the unstructured and under-defined, fluid state of the immediate setting of life-politics and human togetherness, call for the rethinking of the concepts and cognitive frames used to narrate human individual experience and their joint history. This book is dedicated to this task. Bauman selects five of the basic concepts which have served to make sense of shared human life - emancipation, individuality, time/space, work and community - and traces their successive incarnations and changes of meaning. Liquid Modernity concludes the analysis undertaken in Bauman's two previous books Globalization: The Human Consequences and In Search of Politics. Together these volumes form a brilliant analysis of the changing conditions of social and political life by one of the most original thinkers writing today.
Download or read book Advanced Global Illumination written by Philip Dutre and published by CRC Press. This book was released on 2018-10-24 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides a fundamental understanding of global illumination algorithms. It discusses a broad class of algorithms for realistic image synthesis and introduces a theoretical basis for the algorithms presented. Topics include: physics of light transport, Monte Carlo methods, general strategies for solving the rendering equation, stochastic path-tracing algorithms such as ray tracing and light tracing, stochastic radiosity including photon density estimation and hierarchical Monte Carlo radiosity, hybrid algorithms, metropolis light transport, irradiance caching, photon mapping and instant radiosity, beyond the rendering equation, image display and human perception. If you want to design and implement a global illumination rendering system or need to use and modify an existing system for your specific purpose, this book will give you the tools and the understanding to do so.
Download or read book Emulation written by Thomas Crow and published by Yale University Press. This book was released on 2006-01-01 with total page 392 pages. Available in PDF, EPUB and Kindle. Book excerpt: This fascinating and elegant book tells the story of five painters at the center of events in Revolutionary France: Jacques-Louis David and his first cohort of precocious pupils, including the meteoric Jean-Germain Drouais and the astonishingly gifted but deeply troubled Anne-Louis Girodet. Written by a major art historian, it interprets in a new and original way the relationships between these men and the paintings they created. This new edition includes a revised introduction and incorporates the fruit of recent new research. "Crow combines excellent formal and stylistic analysis of particular paintings with close attention to the psychological complexities and political and social contexts of the artists’ lives. He delves deeply into David’s and his students’ thematic choices, compositional strategies and personal relations in order to make his overarching political and aesthetic arguments.”--Lynn Hunt, New Republic "A magisterial contribution to the history of art.”--Richard Cobb, The Spectator
Download or read book The History of Spiritualism written by and published by ReadHowYouWant.com. This book was released on 1926 with total page 402 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Mastering Maya 2009 written by Eric Keller and published by John Wiley & Sons. This book was released on 2011-01-13 with total page 1419 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Ultimate Maya 2009 Resource for Intermediate to Advanced Users If you already know the basics of Maya, now you can elevate your skills with Maya 2009 and the advanced coverage in this authoritative new reference and tutorial. From modeling, texturing, animation, and visual effects to high-level techniques for film, television, games, and more, this book provides professional-level instruction on Maya Complete and Maya Unlimited. This fully updated book brings you up to speed on Maya 2009's new features and expands your skills with advanced instruction on cloth, fur, and fluids. You'll learn Dynamics, Maya Muscle, Stereo Cameras, Assets, rendering with mental ray, and more. Filled with challenging tutorials and real-world scenarios from some of the leading professionals in the industry, this one-of-a-kind guide gives you valuable insight into the entire CG production pipeline. If you've been looking for a complete, professional-quality Maya resource to turn to again and again, this is the book for you. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Download or read book Real Time Rendering written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2019-01-18 with total page 1046 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Download or read book Is That a Fish in Your Ear written by David Bellos and published by Farrar, Straus and Giroux. This book was released on 2011-10-11 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: A New York Times Notable Book for 2011 One of The Economist's 2011 Books of the Year People speak different languages, and always have. The Ancient Greeks took no notice of anything unless it was said in Greek; the Romans made everyone speak Latin; and in India, people learned their neighbors' languages—as did many ordinary Europeans in times past (Christopher Columbus knew Italian, Portuguese, and Castilian Spanish as well as the classical languages). But today, we all use translation to cope with the diversity of languages. Without translation there would be no world news, not much of a reading list in any subject at college, no repair manuals for cars or planes; we wouldn't even be able to put together flat-pack furniture. Is That a Fish in Your Ear? ranges across the whole of human experience, from foreign films to philosophy, to show why translation is at the heart of what we do and who we are. Among many other things, David Bellos asks: What's the difference between translating unprepared natural speech and translating Madame Bovary? How do you translate a joke? What's the difference between a native tongue and a learned one? Can you translate between any pair of languages, or only between some? What really goes on when world leaders speak at the UN? Can machines ever replace human translators, and if not, why? But the biggest question Bellos asks is this: How do we ever really know that we've understood what anybody else says—in our own language or in another? Surprising, witty, and written with great joie de vivre, this book is all about how we comprehend other people and shows us how, ultimately, translation is another name for the human condition.
Download or read book Death 24x a Second written by Laura Mulvey and published by Reaktion Books. This book was released on 2006-03 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: A fascinating exploration of the role new media technologies play in our experience of film.
Download or read book Procedural Content Generation in Games written by Noor Shaker and published by Springer. This book was released on 2016-10-18 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.
Download or read book The Art of Luca written by Disney/Pixar and published by Chronicle Books. This book was released on 2021 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This vibrant volume is an exclusive look behind the scenes of Disney and Pixar's original feature film Luca. The Art of Lucaexplores the stunning visuals of the coming-of-age story, set in a beautiful seaside town on the Italian Riviera. Readers get a front-row view at never-before-seen development art, character sketches, storyboards, color scripts, and interviews with the creators. * Behind the scenes of the making of Disney and Pixar's Luca * Features colorful concept art and character explorations from the movie * Includes fascinating facts and details from the creative team In the animated film, Luca and his newfound best friend are sharing an unforgettable summer and a deeply-held secret: they are sea monsters from a world just below the water's surface. For aspiring artists, animators, and fans alike, The Art of Luca is part of the acclaimed ART OF series, inviting audiences behind the scenes of their favorite animated films. This book is perfect for: * Pixar fans and art buffs * Animators and students of animation * Fans of The Art of Pixar, The Art of Soul, The Art of Onwardand The Art of Coco © 2021 Disney/Pixar. All rights reserved.