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cmiVFX – Realflow High End Fluid Simulations in Cinema 4D
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  • 发布时间:2016-12-28 00:31
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Duration Project Files Included MP4
Title: cmiVFX – Realflow High End Fluid Simulations in Cinema 4D
Info:
In the first chapter, we’ll go over the Scene Tree and how to set up a Realflow scene. This includes how to get a Mesher, different types of Emitters, different types of daemons: a Circle Emitter, a Mesher, and a Gravity Daemon. In chapter two, we’ll get into a more specific workflow and how to create a Crown Splash. We’ll make a drop that will hit some water. We’ll start off using a circle just to set up the scene that’s appropriate for a Crown Splash and tweak the Crown Splash daemon, editing its shape and timing to make it look really nice. In the third chapter, we’ll go into the Image Emitter. We’ll start off by using some procedural shaders, such as a checkerboard or a sunburst, or different types of noise to generate an alpha to show where our fluid will take place. We’ll also learn a neat trick with lettering using the spline shader. In chapter four, we’ll look at Splines and how to use those to generate fluids. Both as a drip – such as off of a rope or clothing line – and as well as a water path in the air, such as you see in soda commercials and gravy commercials. In chapter five, we’ll go into Vertex Map. The Mesher has a channel manager that creates different vertex maps based on X, Y, and Z position. It can also be set up to create a gray-value depending on the speed of your mesh. This can be combined with a colorizer and Vertex Map Shaders to create elaborate and unique material effects. Lastly, we’ll go over how to set up your materials. Most of the other tricks in Realflow are for figuring out how to get the particles and mesh to simulate the way you want, and I’ll show you some of my personal tricks for creating subsurface materials, some caustics, some ray-tracing, and to get motion blur to make the most of your simulation.
持续时间项目文件包括的MP4
标题︰脸部— —四维影院Realflow高结束流体模拟
信息︰
第一章,我们就去现场树以及如何设置Realflow场景。这包括如何获取生成器,不同类型的排放,不同类型的守护进程︰圆发射器、生成器和重力守护进程。在第二章中,我们将进入一个更具体的工作流以及如何创建冠飞溅。我们将会打些水一滴。我们将开始使用一圈只是为了设置适合冠飞溅的场景和调整冠飞溅守护进程,编辑它的形状和计时,使它看起来真漂亮。在第三章中,我们将进入图像发射器。我们将开始使用一些程序性的材质,如棋盘或森伯斯特,或不同类型的噪声产生阿尔法来显示,我们的流体将放置。我们还将学习一个巧妙的花招与刻字使用样条着色器。在第四章中,我们来看样条以及如何使用这些生成流体。滴— —既如关闭的绳索或衣物的线— —以及作为在空气中的水路径,如你看到在汽水广告和肉汁广告。第五部分,我们将进入顶点贴图。生成器已创建不同的顶点映射基于X、Y、渠道经理、Z位置。它还可以被设置来创建一个灰色值,具体取决于您的网格速度。这可以结合着色器和顶点贴图着色器创建精心设计和独特的材料效果。最后,我们就去如何设置你的材料。其他技巧的Realflow大多为搞清楚如何获得粒子和网格来模拟的方式你想要而且我会向你展示一些我个人的技巧,用于创建地下材料、一些焦散线法、一些射线追踪,并得到运动模糊,使你的模拟最。
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mmbk007 发表于 2022-3-25 17:48:20 | 只看该作者

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