duber – training videos http://www.duber.tv/en/ description en info@duber.cz All content © 2008 by duber studio, unless stated otherwise PHP generator by ebee s.r.o. <www.ebee.cz> Thu, 11 Mar 10 01:03:37 +0100 RoboBall - Animating the little robot http://www.duber.tv/en/3ds-max/animation/roboball-animating-the-little-robot/ Tyson Ibele is a very well known and a very talented cg/vfx artist and he has prepared a thoroug videotutorial series describing the entire production of an animated clip of a little robot, RoboBall. In this first chapter, Tyson will go in-depth into his animation workflow and know-how and you'll be able to watch every single mouse move in this thorough videotutorial. Tyson Ibele http://www.duber.tv/en/3ds-max/animation/roboball-animating-the-little-robot/ http://www.duber.tv/en/3ds-max/animation/roboball-animating-the-little-robot/ Fri, 05 Dec 08 00:19:48 +0100 RoboBall - Scene setup http://www.duber.tv/en/3ds-max/rendering/roboball-scene-setup/ In this chapter, Tyson will show you how to setup, light and generally prepare your scene for the final phase, which is rendering. You'll see Tyson's techniques for lighting up scenes as well as generally managing the project. Tyson Ibele http://www.duber.tv/en/3ds-max/rendering/roboball-scene-setup/ http://www.duber.tv/en/3ds-max/rendering/roboball-scene-setup/ Thu, 04 Dec 08 21:45:12 +0100 RoboBall - Rendering layers for later compositing http://www.duber.tv/en/3ds-max/rendering/roboball-rendering-layers-for-later-compositing/ In this chapter, Tyson will show you how to setup Render Elements in your scene for greater flexibility later in postproduction. Tyson Ibele http://www.duber.tv/en/3ds-max/rendering/roboball-rendering-layers-for-later-compositing/ http://www.duber.tv/en/3ds-max/rendering/roboball-rendering-layers-for-later-compositing/ Thu, 04 Dec 08 21:45:03 +0100 RoboBall - Compositing rendered layers http://www.duber.tv/en/compositing/roboball-compositing-rendered-layers/ Tyson finishes up the whole series by showing you how to composite all the rendered elements (from the previous tutorials) together and add the necessary tweaks and details to create the final animation you can watch on his website Tyson Ibele http://www.duber.tv/en/compositing/roboball-compositing-rendered-layers/ http://www.duber.tv/en/compositing/roboball-compositing-rendered-layers/ Thu, 04 Dec 08 21:45:23 +0100 SynthEyes - Introduction to Sizzle part 2 http://www.duber.tv/en/matchmoving/syntheyes-introduction-to-sizzle-part-2/ Peter is at it again! This time, he'll share his priceless knowledge of yet another cool feature of SynthEyes, its scripting language, Sizzle. Part 2/2 rtep http://www.duber.tv/en/matchmoving/syntheyes-introduction-to-sizzle-part-2/ http://www.duber.tv/en/matchmoving/syntheyes-introduction-to-sizzle-part-2/ Tue, 18 Nov 08 14:36:39 +0100 SynthEyes - Introduction to Sizzle part 1 http://www.duber.tv/en/matchmoving/syntheyes-introduction-to-sizzle-part-1/ Peter is at it again! This time, he'll share his priceless knowledge of yet another cool feature of SynthEyes, its scripting language, Sizzle. Part 1/2 rtep http://www.duber.tv/en/matchmoving/syntheyes-introduction-to-sizzle-part-1/ http://www.duber.tv/en/matchmoving/syntheyes-introduction-to-sizzle-part-1/ Sat, 15 Nov 08 19:06:25 +0100 RayFire - PhysX part 4 http://www.duber.tv/en/3ds-max/dynamics/rayfire-physx-part-4/ The creator of RayFire himself, Mir Vadim, will demonstrate the powerful integration of PhysX acceleration to RayFire on more advanced concepts, in this case, real-time mouse influence integration. Part 4/4 Mir Vadim http://www.duber.tv/en/3ds-max/dynamics/rayfire-physx-part-4/ http://www.duber.tv/en/3ds-max/dynamics/rayfire-physx-part-4/ Tue, 18 Nov 08 11:10:05 +0100 RayFire - PhysX part 3 http://www.duber.tv/en/3ds-max/dynamics/rayfire-physx-part-3/ The creator of RayFire himself, Mir Vadim, will demonstrate the powerful integration of PhysX acceleration to RayFire on more advanced concepts, in this case various object collisions and material definitions. Part 3/4 Mir Vadim http://www.duber.tv/en/3ds-max/dynamics/rayfire-physx-part-3/ http://www.duber.tv/en/3ds-max/dynamics/rayfire-physx-part-3/ Tue, 18 Nov 08 11:10:01 +0100 RayFire - PhysX part 2 http://www.duber.tv/en/3ds-max/dynamics/rayfire-physx-part-2/ The creator of RayFire himself, Mir Vadim, will demonstrate the powerful integration of PhysX acceleration to RayFire on more advanced concepts, like Glass shattering. Part 2/4 Mir Vadim http://www.duber.tv/en/3ds-max/dynamics/rayfire-physx-part-2/ http://www.duber.tv/en/3ds-max/dynamics/rayfire-physx-part-2/ Tue, 18 Nov 08 11:09:57 +0100 RayFire - PhysX part 1 http://www.duber.tv/en/3ds-max/dynamics/rayfire-physx-part-1/ The creator of RayFire himself, Mir Vadim, will demonstrate the powerful integration of PhysX acceleration to RayFire on some basic examples. Part 1/4 Mir Vadim http://www.duber.tv/en/3ds-max/dynamics/rayfire-physx-part-1/ http://www.duber.tv/en/3ds-max/dynamics/rayfire-physx-part-1/ Tue, 18 Nov 08 11:09:53 +0100 RayFire - Dynamics part 1 http://www.duber.tv/en/3ds-max/dynamics/rayfire-dynamics-part-1/ Hristo will go through the numerous options and settings for setting up complex dynamics scenarios in RayFire. Part 1/2 Hristo Velev http://www.duber.tv/en/3ds-max/dynamics/rayfire-dynamics-part-1/ http://www.duber.tv/en/3ds-max/dynamics/rayfire-dynamics-part-1/ Tue, 18 Nov 08 11:09:49 +0100 RayFire - Fragmentation part 2 http://www.duber.tv/en/3ds-max/dynamics/rayfire-fragmentation-part-2/ This chapter will finish the demonstration of various fragmentation techniques with more complex examples. Part 2/2 Hristo Velev http://www.duber.tv/en/3ds-max/dynamics/rayfire-fragmentation-part-2/ http://www.duber.tv/en/3ds-max/dynamics/rayfire-fragmentation-part-2/ Tue, 18 Nov 08 11:09:45 +0100 RayFire - Fragmentation part 1 http://www.duber.tv/en/3ds-max/dynamics/rayfire-fragmentation-part-1/ In this chapter, Hristo will guide you through the concept of automatic/semi-automatic fragmentation techniques utilizing RayFire's engine. Part 1/2 Hristo Velev http://www.duber.tv/en/3ds-max/dynamics/rayfire-fragmentation-part-1/ http://www.duber.tv/en/3ds-max/dynamics/rayfire-fragmentation-part-1/ Tue, 18 Nov 08 11:09:41 +0100 RayFire - Introduction http://www.duber.tv/en/3ds-max/dynamics/rayfire-introduction/ An intro to a VFX tool, RayFire, from a VFX artist Hristo Velev opens the series about dynamics and VFX using this fantastic piece of software. Hristo Velev http://www.duber.tv/en/3ds-max/dynamics/rayfire-introduction/ http://www.duber.tv/en/3ds-max/dynamics/rayfire-introduction/ Mon, 17 Nov 08 18:02:09 +0100 http://www.duber.tv/en/// maxko http://www.duber.tv/en/// http://www.duber.tv/en/// Sat, 15 Nov 08 19:08:31 +0100 ThinkingParticles - Break and rebuild practice part 2 http://www.duber.tv/en/3ds-max/particles/thinkingparticles-break-and-rebuild-practice-part-2/ The follow-up and at the same time the last lesson from the first series of videotutorials about ThinkingParticles from Goran should finish with the setup of a Breakage and Rebuild system from the previous part. Part 2/2 Goran Pavles http://www.duber.tv/en/3ds-max/particles/thinkingparticles-break-and-rebuild-practice-part-2/ http://www.duber.tv/en/3ds-max/particles/thinkingparticles-break-and-rebuild-practice-part-2/ Sat, 15 Nov 08 19:04:05 +0100 ThinkingParticles - Break and rebuild practice part 1 http://www.duber.tv/en/3ds-max/particles/thinking-particles-break-and-rebuild-practice-part-1/ It's time to get to the real stuff and develop an actual working Breakage and Rebuild system from the past lesson, where Goran only touched the theory behind his setup. Part 1/2 Goran Pavles http://www.duber.tv/en/3ds-max/particles/thinking-particles-break-and-rebuild-practice-part-1/ http://www.duber.tv/en/3ds-max/particles/thinking-particles-break-and-rebuild-practice-part-1/ Sat, 15 Nov 08 19:03:22 +0100 ThinkingParticles - Break and rebuild theory http://www.duber.tv/en/3ds-max/particles/thinking-particles-break-and-rebuild-theory/ Another cool feature of ThinkingParticles is the way it handles geometry breakage and later particle manipulation with the chunks. In this lesson, Goran will explain the theory behind such setups. Goran Pavles http://www.duber.tv/en/3ds-max/particles/thinking-particles-break-and-rebuild-theory/ http://www.duber.tv/en/3ds-max/particles/thinking-particles-break-and-rebuild-theory/ Thu, 16 Oct 08 13:44:02 +0200 ThinkingParticles - DataChannel memory practice http://www.duber.tv/en/3ds-max/particles/thinking-particles-datachannel-memory-practice/ From theory to practice. Goran goes into showing you the practical usage and examples of DataChennels in ThinkingParticles. Goran Pavles http://www.duber.tv/en/3ds-max/particles/thinking-particles-datachannel-memory-practice/ http://www.duber.tv/en/3ds-max/particles/thinking-particles-datachannel-memory-practice/ Sat, 15 Nov 08 19:03:17 +0100 ThinkingParticles - DataChannel memory theory http://www.duber.tv/en/3ds-max/particles/thinking-particles-datachannel-memory-theory/ Goran continues in this second video from the ThinkingParticles series with an introduction and theoretical explanation of DataChannels in TP. Goran Pavles http://www.duber.tv/en/3ds-max/particles/thinking-particles-datachannel-memory-theory/ http://www.duber.tv/en/3ds-max/particles/thinking-particles-datachannel-memory-theory/ Sat, 15 Nov 08 19:03:13 +0100 ThinkingParticles - Spawning basics http://www.duber.tv/en/3ds-max/particles/thinking-particles-spawning-basics/ Goran starts the ThinkingParticles series with the spawning basics videotutorial where he shows the basic foundation of setting up your TP systems. Goran Pavles http://www.duber.tv/en/3ds-max/particles/thinking-particles-spawning-basics/ http://www.duber.tv/en/3ds-max/particles/thinking-particles-spawning-basics/ Sat, 15 Nov 08 19:03:11 +0100 SynthEyes Tracking http://www.duber.tv/en/matchmoving/syntheyes-tracking/ After the PFTrack matchmoving series, Peter wated to share his tips and trick in a package he personally prefers for all of the matchmoving tasks he does, SynthEyes. You'll see, on a concrete project, how to matchmove a fairly complicated shot. Petr „rtep“ Rohr http://www.duber.tv/en/matchmoving/syntheyes-tracking/ http://www.duber.tv/en/matchmoving/syntheyes-tracking/ Fri, 17 Oct 08 18:49:24 +0200 Rigging a Rubik's Cube http://www.duber.tv/en/3ds-max/rigging/rigging-a-rubiks-cube/ Rigging a Rubik's cube turned out to be a fun little challenge. In this tutorial, you'll learn how to tackle such a problem, how to conceptualize the solution and finally, using little scripting, you'll end up with a fully rigged and easily animatable Rubik's cube system. loocas http://www.duber.tv/en/3ds-max/rigging/rigging-a-rubiks-cube/ http://www.duber.tv/en/3ds-max/rigging/rigging-a-rubiks-cube/ Thu, 04 Dec 08 02:01:15 +0100 PFTrack Final Adjustments http://www.duber.tv/en/matchmoving/pftrack-final-adjustments/ After the camera has been solved, Petr takes the generated 3D scene and performs some final adjustments, like setting up the scene scale, cleaning up the tracking points and exporting the 3D scene. Petr „rtep“ Rohr http://www.duber.tv/en/matchmoving/pftrack-final-adjustments/ http://www.duber.tv/en/matchmoving/pftrack-final-adjustments/ Mon, 30 Jun 08 14:05:07 +0200 PFTrack Camera Solving http://www.duber.tv/en/matchmoving/pftrack-camera-solving/ This lecture was dedicated to the camera solving techniques as that is the final output after the shot has been tracked that will then be exported into various 3D applications. Petr „rtep“ Rohr http://www.duber.tv/en/matchmoving/pftrack-camera-solving/ http://www.duber.tv/en/matchmoving/pftrack-camera-solving/ Mon, 30 Jun 08 14:05:05 +0200 PFTrack Manual Tracking http://www.duber.tv/en/matchmoving/pftrack-manual-tracking/ Petr goes into more detail in matchmoving techniques and explains and shows his techniques and tips for manual, fine-tuned, tracking for complicated shots. Petr „rtep“ Rohr http://www.duber.tv/en/matchmoving/pftrack-manual-tracking/ http://www.duber.tv/en/matchmoving/pftrack-manual-tracking/ Mon, 30 Jun 08 14:05:00 +0200 PFTrack 2D Tracking http://www.duber.tv/en/matchmoving/pftrack-2d-tracking/ The integral part of any 3D matchmoving software is 2D tracking, which is covered in this, third, chapter of the PFTrack series. Petr „rtep“ Rohr http://www.duber.tv/en/matchmoving/pftrack-2d-tracking/ http://www.duber.tv/en/matchmoving/pftrack-2d-tracking/ Mon, 30 Jun 08 14:05:02 +0200 PFTrack Project Management http://www.duber.tv/en/matchmoving/pftrack-project-management/ In this second part of the series, Petr will talk about setting up your projects in PFTrack, import/export of sequences, shot management and finally, he'll talk about lens distortion. Petr „rtep“ Rohr http://www.duber.tv/en/matchmoving/pftrack-project-management/ http://www.duber.tv/en/matchmoving/pftrack-project-management/ Thu, 25 Sep 08 11:22:07 +0200 PFTrack Introduction http://www.duber.tv/en/matchmoving/pftrack-introduction/ An introduction to matchmoving in a very popular, industry proven, package called PFTrack. Petr will guide you through the user interface, the basics of matchmoving and will continue on showing you the artistry of matchmoving on a simple backyard shot. Petr „rtep“ Rohr http://www.duber.tv/en/matchmoving/pftrack-introduction/ http://www.duber.tv/en/matchmoving/pftrack-introduction/ Mon, 30 Jun 08 14:04:55 +0200 Creating Realistic Skin http://www.duber.tv/en/3ds-max/materials/creating-realistic-skin_1/ A videotorial demonstrating the power and flexibility of finalRender Stage-1 R2's fastSkin shader. The techniques demonstrated here can be very easily applied to any other renderer or shader, since all is explained in a sense of „why“ not „how“. loocas http://www.duber.tv/en/3ds-max/materials/creating-realistic-skin_1/ http://www.duber.tv/en/3ds-max/materials/creating-realistic-skin_1/ Mon, 23 Jun 08 23:18:17 +0200 Basic head rigging part 2 http://www.duber.tv/en/3ds-max/rigging/basic-head-rigging-part-2/ As a follow up to my training DVD series „Portrait of a girl“ I created a videotutorial on how to rig this character in the most simplistic way so that everyone can pose their characters and add some simple facial expressions. You'll learn where to place bones in the neck and head area as well as adding a jaw and, for the more advanced beginners, I added a couple of eyelid controls as well as some skin morphing and wrapping. This is part 2 of 2 in total. loocas http://www.duber.tv/en/3ds-max/rigging/basic-head-rigging-part-2/ http://www.duber.tv/en/3ds-max/rigging/basic-head-rigging-part-2/ Mon, 23 Jun 08 23:13:39 +0200 Basic head rigging part 1 http://www.duber.tv/en/3ds-max/rigging/basic-head-rigging-part-1/ As a follow up to my training DVD series „Portrait of a girl“ I created a videotutorial on how to rig this character in the most simplistic way so that everyone can pose their characters and add some simple facial expressions. You'll learn where to place bones in the neck and head area as well as adding a jaw and, for the more advanced beginners, I added a couple of eyelid controls as well as some skin morphing and wrapping. This is part 1 of 2 in total. loocas http://www.duber.tv/en/3ds-max/rigging/basic-head-rigging-part-1/ http://www.duber.tv/en/3ds-max/rigging/basic-head-rigging-part-1/ Mon, 23 Jun 08 23:13:35 +0200 finalRender Stage-1 R2 RectLight http://www.duber.tv/en/finalrender/finalrender-stage1-r2-rectlight/ The most versatile and universal light type, fR RectLight, got updated with numerous new features as well as functionality which is the topic of this chapter. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-r2-rectlight/ http://www.duber.tv/en/finalrender/finalrender-stage1-r2-rectlight/ Mon, 23 Jun 08 23:09:57 +0200 finalRender Stage-1 R2 Materials http://www.duber.tv/en/finalrender/finalrender-stage1-r2-materials/ An update was also given to the materials in finalRender Stage-1 R2. This chapter will introduce and describe the newly added shaders and materials to the toolset. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-r2-materials/ http://www.duber.tv/en/finalrender/finalrender-stage1-r2-materials/ Mon, 23 Jun 08 23:09:21 +0200 finalRender Stage-1 R2 AQMC http://www.duber.tv/en/finalrender/finalrender-stage1-r2-aqmc/ AQMC stands for Adaptive Quasi Monte-Carlo, which is a brand new GI engine introduced in finalRender Stage-1 R2. It was specifically designed to tackle the most complex character or camera animated shots in regards to GI to produce flicker free, clean, fast and reliable lighting solution over time. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-r2-aqmc/ http://www.duber.tv/en/finalrender/finalrender-stage1-r2-aqmc/ Mon, 23 Jun 08 23:09:15 +0200 finalRender Stage-1 R2 RE Tab http://www.duber.tv/en/finalrender/finalrender-stage1-r2-re-tab/ Render Elements are a very important part when it comes to complex shot compositing as they allow you to break-apart the entire image into individual Elements which can be then individually manipulated and composed in a compositing package, such as Fusion or After Effects, for greater flexibility and control. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-r2-re-tab/ http://www.duber.tv/en/finalrender/finalrender-stage1-r2-re-tab/ Mon, 23 Jun 08 23:09:07 +0200 finalRender Stage-1 R2 Raytracer http://www.duber.tv/en/finalrender/finalrender-stage1-r2-raytracer/ The Raytracer Tab offers control over the entire raytracing engine in finalRender Stage-1 R2. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-r2-raytracer/ http://www.duber.tv/en/finalrender/finalrender-stage1-r2-raytracer/ Mon, 23 Jun 08 22:58:30 +0200 finalRender Stage-1 R2 fR Tab http://www.duber.tv/en/finalrender/finalrender-stage1-r2-fr-tab/ The whole renderer options got reorganized into individual, logical, categories, called Tabs. This chapter describes the first in the line, finalRender Tab. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-r2-fr-tab/ http://www.duber.tv/en/finalrender/finalrender-stage1-r2-fr-tab/ Mon, 23 Jun 08 22:58:24 +0200 finalRender Stage-1 R2 UI http://www.duber.tv/en/finalrender/finalrender-stage1-r2-ui/ This chapter is dedicated to the new user interface introduced in finalRender Stage-1 R2. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-r2-ui/ http://www.duber.tv/en/finalrender/finalrender-stage1-r2-ui/ Mon, 23 Jun 08 22:58:20 +0200 finalRender Stage-1 R2 Intro http://www.duber.tv/en/finalrender/finalrender-stage1-r2-intro/ finalRender Stage-1 R2 is the next generation of the very popular finalRender rendering engine available for various platforms including 3ds Max, Maya and Cinema 4D. This chapter is the introduction to the whole finalRender Stage-1 R2 series. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-r2-intro/ http://www.duber.tv/en/finalrender/finalrender-stage1-r2-intro/ Mon, 23 Jun 08 22:58:17 +0200 finalRender Stage-1 Lights http://www.duber.tv/en/finalrender/finalrender-stage1-lights/ finalRender comes with several various light types that extend the standard set of lights in 3ds Max. This chapter is dedicated to comprehensively introduce all of the finalRender specific light types. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-lights/ http://www.duber.tv/en/finalrender/finalrender-stage1-lights/ Mon, 23 Jun 08 22:58:10 +0200 finalRender Stage-1 Materials http://www.duber.tv/en/finalrender/finalrender-stage1-materials/ finalRender Stage-1 SP3 provides numerous materials at your disposal from pre-defined and simplified fR-Glass, fR-Metal etc… to comprehensive and universal fR-Advanced. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-materials/ http://www.duber.tv/en/finalrender/finalrender-stage1-materials/ Mon, 23 Jun 08 22:58:03 +0200 finalRender Stage-1 Tint http://www.duber.tv/en/finalrender/finalrender-stage1-tint/ Tint & Color Mapping provides ways of treating color in space. In practise this means that you can re-map certain color values with increasing distance etc… in finalRender. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-tint/ http://www.duber.tv/en/finalrender/finalrender-stage1-tint/ Mon, 23 Jun 08 22:57:55 +0200 finalRender Stage-1 MBlur http://www.duber.tv/en/finalrender/finalrender-stage1-mblur/ Motion Blur is a must have when it comes to hyper-realistic rendering. finalRender provides several ways of handling rendering of such a complex effect. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-mblur/ http://www.duber.tv/en/finalrender/finalrender-stage1-mblur/ Mon, 23 Jun 08 22:57:29 +0200 finalRender Stage-1 DOF http://www.duber.tv/en/finalrender/finalrender-stage1-dof/ Depth Of Field must not be missing in any advanced raytracer's arsenal and finalRender Stage-1 SP3 is no exception. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-dof/ http://www.duber.tv/en/finalrender/finalrender-stage1-dof/ Mon, 23 Jun 08 22:57:24 +0200 finalRender Stage-1 DBP http://www.duber.tv/en/finalrender/finalrender-stage1-dbp/ DBP stands for Dynamic Bitmap Pager, which is an engine that allows the user to render extremely big texture maps, including the VFB itself. Very useful for high-scale rendering. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-dbp/ http://www.duber.tv/en/finalrender/finalrender-stage1-dbp/ Mon, 23 Jun 08 22:55:33 +0200 finalRender Stage-1 Info Stamp http://www.duber.tv/en/finalrender/finalrender-stage1-info-stamp/ The Info Stamp allows the user to write statistics about rendering directly into the rendered image. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-info-stamp/ http://www.duber.tv/en/finalrender/finalrender-stage1-info-stamp/ Mon, 23 Jun 08 22:55:30 +0200 finalRender Stage-1 AMRS http://www.duber.tv/en/finalrender/finalrender-stage1-amrs/ AMRS stands for Adaptive Multiple Ray Sampler and is an interesting name of an internal raytracing engine in finalRender. Most of the times (if ever) you won't need to tweak these settings, but, as always, with control comes power, so if you know what you're doing, it can help you speed up the rendering. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-amrs/ http://www.duber.tv/en/finalrender/finalrender-stage1-amrs/ Mon, 23 Jun 08 22:55:26 +0200 finalRender Stage-1 QMC http://www.duber.tv/en/finalrender/finalrender-stage1-qmc/ Quasi Monte-Carlo engine provides access to brute-force GI parameters. If you're after a specific, noisy, look of your renders, this is the right engine for you. Besides, it's the most accurate engine, but on the other hand, the slowest, in finalRender Stage-1 SP3. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-qmc/ http://www.duber.tv/en/finalrender/finalrender-stage1-qmc/ Mon, 23 Jun 08 22:55:23 +0200 finalRender Stage-1 fR-Image http://www.duber.tv/en/finalrender/finalrender-stage1-fr-image/ finalRender Image GI engine is the most versatile and multi-purpose GI engine in finalRender Stage-1 SP3. Very fast, very reliable and perfect for clean still image renders. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-fr-image/ http://www.duber.tv/en/finalrender/finalrender-stage1-fr-image/ Mon, 23 Jun 08 22:55:19 +0200 finalRender Stage-1 HyperGI http://www.duber.tv/en/finalrender/finalrender-stage1-hypergi/ HyperGI is a hybrid GI engine developed specifically for animation purposes as it produces flicker-free results. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-hypergi/ http://www.duber.tv/en/finalrender/finalrender-stage1-hypergi/ Mon, 23 Jun 08 22:55:16 +0200 finalRender Stage-1 GI http://www.duber.tv/en/finalrender/finalrender-stage1-gi/ Global Illumination has become a standard in computer generated images nowdays. finalRender Stage-1 SP3 provides numerous advanced ways of lighting your scenes, objects, characters or even shots using these advanced methods. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-gi/ http://www.duber.tv/en/finalrender/finalrender-stage1-gi/ Mon, 23 Jun 08 22:55:13 +0200 finalRender Stage-1 MTD http://www.duber.tv/en/finalrender/finalrender-stage1-mtd/ MTD stands for Micro Triangular Displacement, which is a very cool feature allowing you to render extremely detailed meshes in a fraction of time with very low memory footprint. Extremely useful for fine-displacing meshes sculpted in ZBrush, for example. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-mtd/ http://www.duber.tv/en/finalrender/finalrender-stage1-mtd/ Mon, 23 Jun 08 22:55:10 +0200 finalRender Stage-1 MSP http://www.duber.tv/en/finalrender/finalrender-stage1-msp/ A very important part of finalRender Stage-1 SP3 is its Accelerator Engine, called a MSP Tree. Knowing what you're doing here is to your great advantage as you can fine-tune finalRender's way of handling objects in the scene and allocating them in the memory, thus speeding up the rendering or, on the other hand, saving a lot of RAM. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-msp/ http://www.duber.tv/en/finalrender/finalrender-stage1-msp/ Mon, 23 Jun 08 22:55:06 +0200 finalRender Stage-1 DR http://www.duber.tv/en/finalrender/finalrender-stage1-distributed-rendering/ A very powerful feature of any advanced rendering engine is the ability to dynamically distribute one rendering frame on numerous computers in the network, thus speeding up rendering of the frame. Very useful for large-scale rendering of any kind. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-distributed-rendering/ http://www.duber.tv/en/finalrender/finalrender-stage1-distributed-rendering/ Mon, 23 Jun 08 22:55:02 +0200 finalRender Stage-1 Caustics http://www.duber.tv/en/finalrender/finalrender-stage1-caustics/ This chapter explains in-depth all the settings for correct and fast rendering of Caustics in finalRender Stage-1 SP3. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-caustics/ http://www.duber.tv/en/finalrender/finalrender-stage1-caustics/ Mon, 23 Jun 08 22:54:57 +0200 finalRender Stage-1 Raytracing http://www.duber.tv/en/finalrender/finalrender-stage1-raytracing/ This part dives into all the Raytracing settings and parameters of finalRender Stage-1 SP3. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-raytracing/ http://www.duber.tv/en/finalrender/finalrender-stage1-raytracing/ Mon, 23 Jun 08 22:54:53 +0200 finalRender Stage-1 Globals http://www.duber.tv/en/finalrender/finalrender-stage1-global-options/ Let's take a look at the Global Options rollout that allows you to fine-tune and tweak various finalRender settings including AntiAliasing, Output options and presets management among others. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-global-options/ http://www.duber.tv/en/finalrender/finalrender-stage1-global-options/ Mon, 23 Jun 08 22:54:48 +0200 finalRender Stage-1 Intro http://www.duber.tv/en/finalrender/finalrender-stage1-intro/ An introduction chapter to a fantastic rendering engine, finalRender Stage-1 (with SP3), available for 3ds Max, Maya and Cinema 4D. loocas http://www.duber.tv/en/finalrender/finalrender-stage1-intro/ http://www.duber.tv/en/finalrender/finalrender-stage1-intro/ Fri, 20 Jun 08 14:49:26 +0200 NOKIA 6670 modeling part 9 http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-9/ The NOKIA 6670 Intermediate Modeling series is an introduction to hard-surface sub-d modeling in 3ds Max. It falls into an intermediate category due to the fact that during the modeling process I used various 3rd party poly modeling tools and scripts, not available in standard 3ds Max installation. Part 09/09 loocas http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-9/ http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-9/ Mon, 23 Jun 08 22:53:55 +0200 NOKIA 6670 modeling part 8 http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-8/ The NOKIA 6670 Intermediate Modeling series is an introduction to hard-surface sub-d modeling in 3ds Max. It falls into an intermediate category due to the fact that during the modeling process I used various 3rd party poly modeling tools and scripts, not available in standard 3ds Max installation. Part 08/09 loocas http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-8/ http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-8/ Mon, 23 Jun 08 22:53:51 +0200 NOKIA 6670 modeling part 7 http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-7/ The NOKIA 6670 Intermediate Modeling series is an introduction to hard-surface sub-d modeling in 3ds Max. It falls into an intermediate category due to the fact that during the modeling process I used various 3rd party poly modeling tools and scripts, not available in standard 3ds Max installation. Part 07/09 loocas http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-7/ http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-7/ Mon, 23 Jun 08 22:53:45 +0200 NOKIA 6670 modeling part 6 http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-6/ The NOKIA 6670 Intermediate Modeling series is an introduction to hard-surface sub-d modeling in 3ds Max. It falls into an intermediate category due to the fact that during the modeling process I used various 3rd party poly modeling tools and scripts, not available in standard 3ds Max installation. Part 06/09 loocas http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-6/ http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-6/ Mon, 23 Jun 08 22:53:39 +0200 NOKIA 6670 modeling part 5 http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-5/ The NOKIA 6670 Intermediate Modeling series is an introduction to hard-surface sub-d modeling in 3ds Max. It falls into an intermediate category due to the fact that during the modeling process I used various 3rd party poly modeling tools and scripts, not available in standard 3ds Max installation. Part 05/09 loocas http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-5/ http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-5/ Mon, 23 Jun 08 22:53:32 +0200 NOKIA 6670 modeling part 4 http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-4/ The NOKIA 6670 Intermediate Modeling series is an introduction to hard-surface sub-d modeling in 3ds Max. It falls into an intermediate category due to the fact that during the modeling process I used various 3rd party poly modeling tools and scripts, not available in standard 3ds Max installation. Part 04/09 loocas http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-4/ http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-4/ Mon, 23 Jun 08 22:53:27 +0200 NOKIA 6670 modeling part 3 http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-3/ The NOKIA 6670 Intermediate Modeling series is an introduction to hard-surface sub-d modeling in 3ds Max. It falls into an intermediate category due to the fact that during the modeling process I used various 3rd party poly modeling tools and scripts, not available in standard 3ds Max installation. Part 03/09 loocas http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-3/ http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-3/ Mon, 23 Jun 08 22:53:22 +0200 NOKIA 6670 modeling part 2 http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-2/ The NOKIA 6670 Intermediate Modeling series is an introduction to hard-surface sub-d modeling in 3ds Max. It falls into an intermediate category due to the fact that during the modeling process I used various 3rd party poly modeling tools and scripts, not available in standard 3ds Max installation. Part 02/09 loocas http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-2/ http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-2/ Mon, 23 Jun 08 22:53:17 +0200 NOKIA 6670 modeling part 1 http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-1/ The NOKIA 6670 Intermediate Modeling series is an introduction to hard-surface sub-d modeling in 3ds Max. It falls into an intermediate category due to the fact that during the modeling process I used various 3rd party poly modeling tools and scripts, not available in standard 3ds Max installation. Part 01/09 loocas http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-1/ http://www.duber.tv/en/3ds-max/modeling/nokia-6670-modeling-part-1/ Mon, 23 Jun 08 22:53:12 +0200