UDK - Unreal Development Kit Tuesday, 09 February 2010 01:10 The world’s best game engine now at your fingertips. Experience the power and potential of Unreal Engine 3. Create amazing games, lifelike scenes and fantastic worlds for free.  
Autodesk 2011数字媒体娱乐产品线发布 Wednesday, 10 March 2010 18:08 今天Autodesk在GDC发布了其数字媒体娱乐产品线2011版本。本次跟新涉及了几乎所有Autodesk的媒体娱乐行业软件,除了Maya和3DSmax以外还有一些新成员加入了这个大家庭。他们是Autodesk® Kynapse®和Autodesk® HumanIK® 4.5。  
Where the Wild Things Are Tuesday, 09 February 2010 01:51 Maurice Sendak's 1963 book, 'Where the Wild Things Are' is a modern classic of children's literature. It tells the story of Max, a boy whose wild behavior has him sent to bed without any dinner. He then wills himself across the ocean to the island where the wild things live. Spike Jonze's film adaption has extended the story from a short picture book for small children, into a story designed to find the child in the heart of every adult.  
Nuke 6.0 and NukeX Overview Wednesday, 03 February 2010 19:40 Nuke is a powerful compositing application that delivers unparalleled speed, an efficient multi-channel scanline rendering engine, and a first-class feature set that is unrivalled in the desktop market. If you are in the business of creating high-quality digital images Nuke is a production proven visual effects tool that brings speed, functionality and flexibility to your VFX pipeline.

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乱童招募

乱童ChaosKIDs正在招募大量内容采编和网站管理人员,如果你对CG艺术,动画,模型,游戏设计感兴趣,并且希望为乱童添砖加瓦,希望能与本站联系。你的支持就是我们的动力!

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ChaosKIDs RenderMan Inside

rendermaninsideChaosKIDs会陆续写一些RenderMan的教学和文章。希望大家喜欢。这个系列取名叫做RenderMan Inside。

至于工作环境的建设,不一定需要Prman或者3DELight之类的商业平台。开源RenderMan环境一样适用。

RSL和RIB编辑环境我建议使用Cutter,看到现在我觉得Cutter是最好的RenderMan IDE了,如果您有更好的推荐或者建议,我非常希望能够和您交流,直接留言或者 This e-mail address is being protected from spambots. You need JavaScript enabled to view it 我。也非常希望大家能到ChaosKIDs论坛讨论各种CG话题。

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巧用粒子系统做体积云

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本教学使用3DSmax的粒子系统制作非常逼真和灵活的体积云效果。使用这种方法,调整非常方便并且渲染速度极快!

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雪材质制作

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雪的材质看似简单,其实它的制做并不是想像中的那么容易。许多人在设置材质的时候往往只是简单的指定一个白色,然后给个凹凸,然后就把精力放到灯光设置上 了。其实恰恰相反!白色的是一种对漫反射极为敏感的色彩,环境对它的影响很强烈,所以从这方面看雪应该是一种色彩很“丰富”的物质。对于室外的场景,雪的 色彩主要取决于太阳和天空,而且雪花结是一种半透明物质,仅仅通过灯光来模拟这种效果很难达到令人满意的效果,而且对于大的场景要使灯光均匀的散布在雪 上,设置起来非常麻烦,而且非常占用系统资源,所以雪的制做重点应放到以材质为主的原则上,以弥补灯光的不足!这个教程就是给大家一个简单的做雪的思路, 看看从材质上怎样和灯光来相辅相成。

 

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