Vaughan Ling show us a tutorial on how to work with Blender 2.8's new real-time render engine: EEVEE. It is a fully-featured PBR (physically based-rendering) engine for real-time visualization. With advanced features such as volumetrics, screen-space reflections and refractions, subsurface scattering, soft and contact shadows, post-processing effects such as ambient occlusion, depth of field, camera motion blur and bloom, to name a few.
[ #CoronaRender ] Mograph+’s Kamel Khezri Shows How to Use the Corona Volume Grid for Rendering Smoke, Fire and Explosions. The tutorial is an expert from a larger course that offers 9 hours of Corona training for 3ds Max users. >> See Also: Corona Render 3.0 for 3ds Max with Nvidia AiDenoise [post_ads] More CORONA tutorial [post_ads_2]
[ #Redshift ] Redshift Denoiser First Look Tutorial by Create 3d Characters - Timeline Scrubbing, Camera Navigation - Denoisers Nvidia's Optix and Innobright's Altus >> See Also: Redshift Render Blog CONTENTS 0:20 Scrubbing In The Timeline Feedback 5:10 Optix Denoiser 11:14 Optix And Bucket Rendering 12:45 Optix Vs Altus 17:35 Altus 23:35 Fine Texture Testing [post_ads] More Redshift tutorial [post_ads_2]
[ #Houdini ] Helge Maus shows the workflow of bringing Terrain Data from Houdini to UNITY 3D. Starting with the explanation of the concept of the terrain object inside of UNITY 3D, the ways the native sculpting tools and the texturing using splatmaps work, he then builds a simple Heightfield based terrain inside Houdini 16.5. Through the various nodes the Heightfield system of Houdini offers, shaping of the natural environment is really easy and fully procedural. A short introduction of Heightfields Noise, Distortions, Erode and Heightfield Quickshade is given. After that, Helge shows you how to output the heightdata to a file with the important settings you need, convert it to a raw file and reads it into the Unity terrain object. >> See Also: Watch all Houdini videos [post_ads] More Houdini tutorial [post_ads_2]
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