Pipeline 2: Modelling
Pipeline 2: Baking Maps
Pipeline 2: Diffuse Maps
- Maps Part 4: Base Diffuse Maps
- Maps Part 5: Diffuse Maps - Stone Base
- Maps Part 6: Diffuse Maps - Stone Pillars
- Maps Part 7: Diffuse Maps - Rope
- Maps Part 8: Diffuse Maps - Wood and Metal
- Maps Part 9: Diffuse Maps - Fabric Flag
- Maps Part 10: Normal Maps using Xnormal and Photoshop - Shield
- Maps Part 11: Using Viewport 2.0 for Look Development and Rendering
Pipeline 2: Shader FX
- Shader FX Part 1: Shader FX Networks
- Shader FX Part 2: Displacement
- Shader FX Part 3: Lighting
- Shader FX Part 4: Transparency
- Shader FX Part 5: Reflection
- Shader FX Part 6: UV's and Animation
Dynamics 1: Legacy Particles
- Dynamics Part 1: Sketching Particles
- Dynamics Part 2: Particle Grids
- Dynamics Part 3: Omni Emitters
- Dynamics Part 4: Directional Emitters
- Dynamics Part 5: Volume Emitters
- Dynamics Part 6: Emit From Curve
- Dynamics Part 7: Per Point Emission
- Dynamics Part 8: Surface Emission
- Dynamics Part 9: Curve Flow
- Dynamics Part 10: Emit From Particles
- Dynamics Part 11: Collision Events
- Dynamics Part 12: Instancing Objects
- Dynamics Part 13: Instance Rotations
- Dynamics Part 14: Animation Instances
- Dynamics Part 15: Goal Weights
- Dynamics Part 16: Conditional Goal Weights
- Dynamics Part 17: Sprites
Lighting and Rendering 2: Mental Ray
- Mental Ray Part 1: Samples and Quality Control
- Mental Ray Part 2: Final Gather
- Mental Ray Part 3: Linear Workflow
- Mental Ray Part 4: Physical Sun and Sky
- Mental Ray Part 5: Portal Lights
- Mental Ray Part 6: Mia Material X Shader
- Mental Ray Part 7: HDR Lighting
- Mental Ray Part 8: Displacement Maps
- Mental Ray Part 9: Ambient Occlussion
- Mental Ray Part 10: Motion Blur
- Mental Ray Part 11: Mental Ray Proxies
Adaptation A & B
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