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VSFX | octiano.blogspot.com Reviews
https://octiano.blogspot.com
319
VSFX: May 2009
http://octiano.blogspot.com/2009_05_01_archive.html
Monday, May 25, 2009. The objective is to create the illusion of decay and rotting written in RenderMan Shading Language, to Maya scene. These are my picture references. First I modeled a base mesh in Maya then unwrap the polygon so that I can export the obj's files. To Mudbox and sculpt it freely since I need to create multiple displacement maps. Next step is took the obj's file to Mudbox and began sculpting from firm looking strawberry to rotten one. UseShadingNormals = 1, /* [0 or 1] */. 1 - texture(m...
VSFX: April 2009
http://octiano.blogspot.com/2009_04_01_archive.html
Sunday, April 26, 2009. Surface PacMan test 2(float Kd = 1,. LeftEyeLeftEdge = .1,. LeftEyeRightEdge = 1,. RightEyeLeftEdge = 1.4,. RightEyeRightEdge = 1.6;. Color Pink =(1,0,.4);. Color surfcolor = (.5,.5,.5),. Float LEyeLEdge = LeftEyeLeftEdge,. LEyeREdge = LeftEyeRightEdge,. REyeLEdge = RightEyeLeftEdge,. REyeREdge = RightEyeRightEdge;. If(t = 0.3 & t. Surface diagonal(float Kd = 1). Color surfcolor = (.5,.5,.5);. If (s = 1-t). Surfcolor = color(0,0,1);. Ci = Oi * Cs * surfcolor;. If ( (t * t) (s * s).
VSFX: MAYA FUR
http://octiano.blogspot.com/2009/05/maya-fur.html
Monday, May 4, 2009. I unwrap the scalp as flat as possible. So it will make easier once. You put the fur on it. Once I've done that, I place the scalp inside the head and. Scale it down in x,y,z axis. Applied the fur on the scalp and experimenting with the settings. Since I unwrap the scalp mesh, I will have extra attribute in U and V sample and. Crank it up from 128 to 256 so that I can have more control when I use. Direction paint tools attribute. Here is the result. View my complete profile.
VSFX: March 2009
http://octiano.blogspot.com/2009_03_01_archive.html
Monday, March 30, 2009. This page demonstrates the basic of scripting shapes directly into RenderMan RIB file. Coding shapes in this way focuses attention on the fundamental concept related to xyz system. I stared off by creating a sphere object as a reference point. And I create the following sphere by using the bigger sphere as a path. I rotate the camera angle to create the rest of the sphere. Then I scale down the bigger sphere. Translate 0 0 0. Sphere 0.2 -0.2 0.2 360. Top center small sphere.
VSFX: NATURE MORT
http://octiano.blogspot.com/2009/05/nature-mort.html
Monday, May 25, 2009. The objective is to create the illusion of decay and rotting written in RenderMan Shading Language, to Maya scene. These are my picture references. First I modeled a base mesh in Maya then unwrap the polygon so that I can export the obj's files. To Mudbox and sculpt it freely since I need to create multiple displacement maps. Next step is took the obj's file to Mudbox and began sculpting from firm looking strawberry to rotten one. UseShadingNormals = 1, /* [0 or 1] */. 1 - texture(m...
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Selamat datang di blog saya, Blog ini berisi tentang hal-hal yang mungkin dapat bermaanfaat dan menambah wawasan para pembaca karena berisi curahan hati penulis serta informasi yang diperoleh dari sumber-sumber yang terpercaya. Terima kasih dan selamat membaca. Happy Blogging :). Cara Install Prestashop di Localhost. Posted by Octia Nuraeni. Cara menginstall prestashop di Localhost. Http:/ www.prestashop.com/en/download. Kemudian extract file tersebut kedalam direktori. Pilih bahasa yang diinginkan Klik.
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Mot de passe :. J'ai oublié mon mot de passe. Mise à jour :. Abonne-toi à mon blog! N'oublie pas que les propos injurieux, racistes, etc. sont interdits par les conditions générales d'utilisation de Skyrock et que tu peux être identifié par ton adresse internet (67.219.144.170) si quelqu'un porte plainte. Ou poster avec :. Retape dans le champ ci-dessous la suite de chiffres et de lettres qui apparaissent dans le cadre ci-contre. Posté le lundi 31 octobre 2011 04:54. Ou poster avec :. Ou poster avec :.
VSFX
Monday, May 25, 2009. The objective is to create the illusion of decay and rotting written in RenderMan Shading Language, to Maya scene. These are my picture references. First I modeled a base mesh in Maya then unwrap the polygon so that I can export the obj's files. To Mudbox and sculpt it freely since I need to create multiple displacement maps. Next step is took the obj's file to Mudbox and began sculpting from firm looking strawberry to rotten one. UseShadingNormals = 1, /* [0 or 1] */. 1 - texture(m...
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