finalrender官方视频教程[英文]flash格式

Copyright (c) duber.cz
(Boston MA,2006/12/19) cebas计算机公司-finalRender®的开发商, 发布的finalRender系列视频教程(new fRee Training Series):

本视频教程是围绕finalRender Stage-1 for 3ds Max的常用渲染功能为主题所制作的。

此集教程分别对:finalRender分布式渲染(DR)、DR主机设置、DR从机设置、DR选项、加速引擎、SceneMSP、SceneMSP设置、DynamicMSP、DynamicMSP设置等功能进行了介绍及演示,总长度达到30分钟(英语发音)!教程入口地址: http://www.cebasusa.com/m_o_v_e_e/finalRenderStage-1P3/finalRenderStage-1P3.html
Copyright (c) duber.cz
(Boston MA,2007/01/10) cebas计算机公司-finalRender®的开发商, 发布的finalRender系列视频教程(new fRee Training Series):

本视频教程是围绕finalRender Stage-1 for 3ds Max的常用渲染功能为主题所制作的。

此集教程分别对: finalRender image GI设置、Prepass、Simulation Setting模拟设置、Ambient Samples采样、Adv Simulation Setting高级模拟设置、Level of Detail细节级别、Quasi Monte-Carlo(QMC)、Hyper GI等功能进行了介绍及演示,总长度达到40分钟(英语发音)
教程入口地址: http://cebasusa.com/m_o_v_e_e/finalRenderStage-1P5/finalRenderStage-1P5.html

Copyright (c) duber.cz
(Boston MA,2007/01/19) cebas计算机公司-finalRender®的开发商, 发布的finalRender系列视频教程(new fRee Training Series):

本视频教程是围绕finalRender Stage-1 for 3ds Max的常用渲染功能为主题所制作的。

此集教程分别对:finalRender Adaptive Sampler(AMRS)自适应采样设置、Information Stamp水印、Depth of Field景深设置、Motion Blur运动模糊、Tint设置、Dynamic Bitmap Pager等功能进行了介绍及演示,总长度达到40分钟(英语发音)!教程入口地址: http://cebasusa.com/m_o_v_e_e/finalRenderStage-1P6/finalRenderStage-1P6.html

Copyright (c) duber.cz
(Boston MA,2006/12/27) cebas计算机公司-finalRender®的开发商, 发布的finalRender系列视频教程(new fRee Training Series):

本视频教程是围绕finalRender Stage-1 for 3ds Max的常用渲染功能为主题所制作的。

此集教程分别对:finalRender微晶体置换(MTD)、MTD设置、全局光、天光、GI设置等功能进行了介绍及演示,总长度达到40分钟(英语发音)!
教程入口地址: http://www.cebasusa.com/m_o_v_e_e/finalRenderStage-1P4/finalRenderStage-1P4.html

Copyright (c) duber.cz
(Boston MA,2006/12/13) cebas计算机公司-finalRender®的开发商, 发布的finalRender系列视频教程第二部分(new fRee Training Series part 2):

本视频教程是围绕finalRender Stage-1 for 3ds Max的常用渲染功能为主题所制作的。

此集教程分别对:finalRender简介、fr光线级别、fr光线跟踪、fr全局复选框、fr环境及HDRI、fr几何采样、fr聚散、fr聚散属性、fr光子贴图、fr聚散控制、fr体积光聚散、fr扩散等功能进行了介绍及演示,总长度达到40分钟(英语发音)!教程入口地址: http://cebasusa.com/m_o_v_e_e/finalRenderStage-1P2/finalRenderStage-1P2.html

Copyright (c) duber.cz
(Boston MA,2006/12/6) cebas计算机公司-finalRender®的开发商, 发布的finalRender系列视频教程(new fRee Training Series):

本视频教程是围绕finalRender Stage-1 for 3ds Max的常用渲染功能为主题所制作的。

此集教程分别对:finalRender简介、fr全局设置、fr抗锯齿、渲染区块设置、帧缓存设置、多线程设置、全局替代、预设等功能进行了介绍及演示,总长度达到40分钟(英语发音)!教程入口地址: http://cebasusa.com/m_o_v_e_e/finalRenderStage1_01/finalRenderStage1_01.html

Copyright (c) duber.cz
(Boston MA,2007/01/23) cebas计算机公司-finalRender®的开发商, 发布的finalRender系列视频教程(new fRee Training Series):

本视频教程是围绕finalRender Stage-1 for 3ds Max的常用渲染功能为主题所制作的。
此集教程分别对:finalRender Materials材质设置(包括fR玻璃、金属、高级设置…)、finalRender Lights灯光设置(包括fR物体灯光、圆柱形灯、体积光、阴影…)功能进行了介绍及演示,总长度达到70分钟(英语发音)!
教程入口地址: http://cebasusa.com/m_o_v_e_e/finalRenderStage-1P7/finalRenderStage-1P7.html

fR s1 R2新特性观看地址(url):http://www.cebasusa.com/m_o_v_e_e/finalRenderStage-1R2P1/finalRenderStage-1R2P1.html

官方最新:视频快速入门下载:http://rapidshare.com/files/24822441/fr_s2_videos.rar.html

直接观看: http://cebasusa.com/m_o_v_e_e/R2_QS/R2_QS.html

cebas-fR图库
http://www.cebas.com/products/gallery.php?PID=53

看完了用下面这个flashsee就可以收藏到本地硬盘了。
flashsee下载
http://bbs.hxsd.com.cn/post/view?bid=6&id=9550269&sty=1

finalrender渲染后自动添加渲染时间等信息

finalrender 添加渲染时间,参数等信息。

样式1:
%date [你的名字] %product %version time:%animtime frame:%frame|faces%numfaces | objects %nodesnGI:%gisettings

样式2:
GI: %product→%animtime,%gisettingsn frame:%frame|faces%numfaces|objects %nodes [你的名字]%date

其中“n”是换行的意思,其它好像就不必说了。

如果改乱了,默认的是这样的:
header上部:%product version %version
footer 下部:frame: %frame | faces %numfaces | objects %nodes | GI-Settings: %gisettings

Cebas ScalpelMax 1.1.6.0 For Max4-9 (切片工具)

Cebas ScalpelMax 1.1.6.0 For Max4-9 (切片工具)

ScalpelMAX is a 3ds max object modifier, offering advanced slicing functionality with many specialized features. ScalpelMAX is perfect for users who create complex CAD viszualisations with polygon counts above 100.000. Also the games and video effects people will love SclapelMAX because of its incredible texture slicing feature. Mapping coordinates won’t be affected by ScalpelMAX operations and this makes it possible to cut down any geometry without losing the materials and mappings!

ScalpelMAX can handle much higher polygon counts in realtime than the standard slice feature. ScalpelMAX also uses less memory to process the slice operation and this makes it also much faster than the built in feature. Another feature is it´s very high accuracy! ScalpelMAX won’t fail doing the cut operation while the standard feature gives up and creates unusable “data rubbish”. Everybody who ever used the standard Slice function for complex tasks, knows what that means. The standard Slice often is not able to do the job accordingly, Scalpel is able to do it because it simply calculates more accurate/efficient.

ScalpelMAX 是一个3ds max 的物件修改器,主要的功能是可以将物件切片,ScalpelMAX 非常适用于创造复杂 polygon 的使用者,既使polygon 面数超过10000面!游戏製作者以及影片后者也会喜欢 SclapelMAX,因為它令人难以置信的结构切片特色;更棒的是,贴图并不会影响 SclapelMAX 作用,他甚至可以切下任何部位物体结构而不会损坏物件结构及材质。

ScalpelMAX 处理高阶 polygon 物体切片的功能,比基本功能更加即时而快速,并且使用更少的记忆体都是重要的特点,另一个特点是它非常的精准!当基本功能放弃执行或是製造错误资讯时,ScalpelMAX 在执行剪下作用的时候绝对不会失败。任何人都会使用基本功能来处理一些复杂的3D物件,并且知道如何使用,但是基本功能却不能处理任何的高阶物体,ScalpelMAX可以做得到,因為它简单的计算方式跟更精準的结果。

功能说明
-最有效率的使用记忆体
-进行剪下作用前会先进行物件的修正,使贴图不会出错
-自动切片作用,让你可以用一个简单的指令製作出上千个切片
-可以自动產生接合缝隙(常使用于NURBS 表面重建)
-充足的材质ID 切片控制(上方、底部等等)
-可以将你选择的物体面自动切片(切下或选择留下)
-独立切片UV Mapping 控制

51Files镜像下载(国内服务器):
http://www.91files.com/?9N7529PE708UDZJIFKUN
解压密码(Password):51render.com

看来第三世界国家的骗子也很多啊—_—!!

看来第三世界国家的骗子也很多啊—_—!!
今天收到一封邮件,是‘银行of美国’发来的, 点过去后页面是空的,大概他们还不知道有我这样热情的用户吧。

IP查询(搜索IP地址的地理位置)

您查询的IP:201.78.78.249

  • 本站主数据:巴西
  • 查询结果2:巴西
  • 查询结果3:美国 中部/南部(IANA)

下面是mail的原文

——————————————————————————————

Dear Bank of America client,

You have received this email because you or someone had used your account from different locations.For security purpose, we are required to open an investigation into this matter.

In order to safeguard your account, we require that you confirm your banking details.

The help speeed up to this process, please access the following link so we ca complete the verification of your Bank of America Online Banking Account registration information.

http://201.78.78.249/www.bankofamerica.com/sslencrypt218bit/online_banking/

If we do no receive the appropriate account verification within 48 hours, then we will assume this Bank of America account is fraudulent and will be suspended.

The purpose of this verification is to ensure that your bank account has not been fraudulently used and to combat the fraud from our community. We appreciate your support and understanding and thank you for your prompt attention to this matter.

——————————————————————————————————

——LWF——Linear Workflow in 3DSMax

原帖:http://www.highend3d.com/3dsmax/tutorials/rendering/vray/147.htmlLinear Workflow in 3DSMax and VRayUsers of other apps/renderers, I am starting to put pertinent info at the bottom of the pageHave you ever wondered why your GI renderings start out so dark? Well, in fact they are not so dark. The problem lies with the display device (the CRT or LCD) and that the software is not making adjustments for the gamma that the displays put on our images. That gamma is specifically called »sRGB. Technical information about sRGB can be found at that site.

Let’s take a look at what your monitor does to image data you send it. This is called non-linear a display. The spotted green line here is the data you are feeding the display and the solid green line is what response the monitor has normally.

What’s important to note here is that this correction is not just for filmic response. In fact, it has almost nothing to do with filmic response. It’s essentially correcting for the display. Those of you working for video (aka not film) don’t worry. This applies to you as well. The rec.709 curve is -very- similar in nature.

Ok, that’s nice and all but now you want to know how to solve this problem. Yes, it’s a problem 🙂 Well, friends, we apply a curve that takes the data and “linearizes” it. That means we negate what the monitor does. Here is the curve. Once again, the spotted line is the data we are sending to the display. The solid line, this time, is the correction that’s made for the non-linear display.

To explain a bit further…sRGB is the correction your software makes for the non-linear response that your monitor has. Your digital camera applies an sRGB lookup to your photographs but you may not even know it. So, when you work in true linear space you are actually working in a space that represents more what light does in the real world. Let’s show you what I mean by that with yet more graphs but with a gradient this time.

This is a 0 to 1 ramp with 32 steps. Notice the 0.5 value is in the middle. This is the original image data as sent to your monitor. This is a linear image!

This is what your monitor does to the image. The .5 we had before is certainly not .5 anymore. This is your non-linear monitor.

This is the correction we put on our viewing system to correct for the monitor’s display. Yes it’s much brighter. However, this is needed to correct for image #2 which makes the display turn your gradient back into the original linear image.
Hopefully that makes a bit more sense

Keeping on with the flow of information, check out another test to show you what linear is all about.

Here are two images. The grey swatch in the center or each image has a value of .18 (the mid grey point) in the 3D app. The one on the left is gamma encoded to sRGB, where the one on the right is linearized via the sRGB monitor correction. This turns the grey into .46 which is the spec for sRGB.

Gamma Encoded image Notice the total lack of shadow detail

Linearized Image Notice the amount of detail we gain!

If you want to get a copy of the max file (it’s using vray but doesn’t require it) go here: sRGB_Linear_demo.zip

Let’s get into the meat of the 3D app in question : 3DS Max 7.0 and VRay 1.46.xx.

For this example I have provided a scene that I used for testing : linear_demo.zip

Here is a scene prepped for Brazil by Rune Spaans : linear_demo_brazil.zip

You will need the »Greeble plugin to properly open this scene.

The first result we get from this render is so:

Now, we must linearize this image if we are to get more of a photographic response. What am I talking about? Well, look at the amount of light hitting those objects. It seems that with 1000 GI bounces that we’d see a bit more detail right?!? YES! Let’s get to that stage now.
.

First go to Customize -> Preferences -> Gamma tab and change the values to:

This allows us to see correct linear values in the material editor and the original max render view.

* Brazil users, you’re pretty much done. Go to the end of this page for the rest of the Brazil settings.
* Mental Ray users – you are done! Now you’re working in a more correct linear method.
* Scanline render users – you are also done. You’re linear all the way now.

Now, for the VRay part, go to the VRay renderer menu and in the Frame Buffer rollout change a few things:

Why did we do this? Well, the VRay vfb allows us to do some post render color correction to the image. Thanks to Vlado and the rest of the dev team for these changes!

Next be sure to turn off any color clamping in the GBuffer/Color Mapping rollout:

Now, do a quick render to get your VRay vfb up. Once you do we need to turn on a few things.

First, click on the curve correction and then open the color correction panel

The basic color correction panel looks like this. We’ll be changing that of course…

Start by right clicking on the lower point of the curve and pick the bezier smooth option

Now, drag the tangent point to where is indicated here. Important!!! Make sure your numbers at the top read like what I have.

Right click on the high point of the curve and change it to reset tangents.

This may not be exactly the correction for sRGB but it’s pretty darn close.

Now look at your image:

What we’ve done is apply the correction for sRGB on your image (aka we’ve linearized the image). The viewer is doing this because that’s its job. This is a linear response and also shows the HUGE amount of detail truly visible in this render.

We are now looking at an image that is perceptually linear. You’ll notice that without tons of multiplying of the colors using the Color Mapping option we get a lot of detail in the dark areas.

So, there you go. Working in linear space means that you get a more realistic look and that your lighting will actually be more correct and true to what a real camera does. This should allow you to achieve your desired results with more ease and possibly faster render times too.

————————————————————————————————————————-

Other Apps Info

Maya / Mental Ray

For you Mental Ray/Maya users, go to the Render Globals and click the mental ray tab. Go to Framebuffer Attributes and change a few things:

Brazil
In the Brazil render settings, go to the General Ottions rollout and make sure your setting match this
Now, inside the vfb, open up the exposure/color panel
Set the gamma to 2.2

Questions or comments can go here :
.