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CGCookie - 3ds Max: Working with Ocean and Fluids (14 Lessons - 8,22 gb)

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CGCookie - 3ds Max: Working with Ocean and Fluids (14 Lessons - 8,22 gb)

CGCookie - 3ds Max: Working with Ocean and Fluids (14 Lessons)
English | AVC1 1280x720 30 fps | AAC 64 Kbps 48.0 KHz | 8.22 GB
Genre: eLearning | Level: Advanced




In this Citizen video for 3ds max, we値l continue working at the Fluids and Ocean series. 1st of all we値l have to finish the FR version of our basic 3ds max scene, so we値l prepare the sphere shader using the FR Advanced material trying to replicate same Mental Ray setup. Then we値l move forward to introduce the fluid dynamic chapter. We値l take a look at basic workflow and UI in RealFlow. We値l see how it works preparing a simple simulation with a basic particle emitter, then adding gravity daemon, working with initial state and fluid resolution issue and checking how to prepare the fluid mesh and how to optimize it.

Then we値l go a little bit more in depth in the RF topic, working with a simple animated scene prepared in 3ds max and exported in RF using the SD file format. We値l see how to merge it, manage the Fill Object emitter to fill a mesh with water, find the right quality setup and make it interacting with a 3ds max moving object. Finally we値l take a simple look at RealWave water plan just to see how to add it to a scene, and which kind of wave generators we can use with it. In Part 3 we値l see more in depth how to use it, and how to make it interacting with meshes creating splashes and other secondary effect

Overview
- Exclusive: Working with Ocean and Fluids
In Part 1 we値l start introducing our 1st problem, how to create a realistic water plane renderable with Mental Ray and Final Render, add a big object that will be a rigid body falling inside the water to create an amazing splash effect. We値l see how to create the mesh with FR Ocean, (but we値l take a fast look at Houdini Ocean Toolkit for 3ds max too), then we値l prepare realistic water shader in Mental Ray using the Arch&Design material and in Final Render using the FR Ocean Material. We値l see how to create a believable environment using the MR Sun&Sky and working with the Exposure Control, or how to create it in Final Render playing with the Indirect Illumination Skylight tabs/options and how to achieve the right look working on the FR Camera parameters. In next chapter we値l star.

- Exclusive: Working with Ocean and Fluids part 2
In this Citizen video for 3ds max, we値l continue working at the Fluids and Ocean series. 1st of all we値l have to finish the FR version of our basic 3ds max scene, so we値l prepare the sphere shader using the FR Advanced material trying to replicate same Mental Ray setup. Then we値l move forward to introduce the fluid dynamic chapter. We値l take a look at basic workflow and UI in RealFlow. We値l see how it works preparing a simple simulation with a basic particle emitter, then adding gravity daemon, working with initial state and fluid resolution issue and checking how to prepare the fluid mesh and how to optimize it.

- Exclusive: Working with Ocean and Fluids part 3
In this Citizen video for 3ds max, we値l continue working at the Fluids and Ocean series.This time we have to introduce some Realwave related features. We値l see how to start creating a believable water plane adding two wave layers over it. Then we値l take a look at how to play with scaling, resolution, choppiness and how to export it in 3ds max, apply our sea shader and render it with Final Render. Then we値l start checking the other features useful to solve our main problem, so we値l take a look at object dynamic interaction, splash particles generation, (with various related daemons), and basic foam mask creation. At the end of this video we値l have all the basic informations we need to create the complete scene proposed in RealFlow and exporting it in 3ds max for rendering.

- Exclusive: Working with Ocean and Fluids part 4
In this Citizen video for 3ds max, this time we値l start to talk about spray effects due to object collision with the water plane. To start working on it, we値l prepare a really simple setup with Particle Flow using some particles linked to the falling body that will collide with the FR Ocean. When the collision event will happen, we値l spawn the particles and using Drag, Wind and Gravity forces we値l try to simulate the water spray. Our setup will work fine in viewport but at the end of the video we値l try to render it to understand how it will works in rendering using Krakatoa trying to figure how we have to tweak and improve it.

- Exclusive: Working with Ocean and Fluids part 5
In this Citizen video for 3ds max, we値l move forwad talking about Realwave again. We値l take a deeper look at the crest particles emitter, to see how to use it to create crest foam and spray, how to work with it and with forces as gravity and wind. We値l add more daemons to control particle life and visibility, and we値l have a look at every single parameter to understand how to use it. At the end of the video we値l start introducing next step in Realflow, preparing a simple minimal scene with Hybrido tools.

- Exclusive: Working with Ocean and Fluids part 6
In this Citizen video for 3ds max, we値l continue talking about fluid simulation in Realflow. We値l start to take a deeper look at Hybrido engine, so we値l see how to use the domain grid and how to work with its parameters, then we値l see in depth the emitter topic and see how to optimize grid for simulation. At the end we値l start to introduce secondary emission feature in Hybrido that give us the possibility to simulate spray and foam as a normal Realflow particle emitter, we値l see how to add it to the domain, and how to start working with its parameters.

- Exclusive: Working with Ocean and Fluids part 7
This video will be really useful to introduce topics related to our final scene so we値l prepare a simple Realwave simulation with just one wave generator and we値l see how to export it using the Export Central tool, then we値l merge it in 3ds max using the Next Limit plug-ins and we値l assign a FR-Ocean shader to render it using FinalRender. Next step will be to create a simple falling mesh in Realflow, simulate its collision with water plane and export it in SD file format back in 3ds max to be rendered. In 3ds max we値l take a look at some simple smooth issue we can encounter. Back in Realflow we値l add a particle splash, and we値l see how to export it in binary format and in PRT Krakatoa format too, then back in 3ds max we値l use PRT Loader and Krakatoa to render it. We値l check if it works fine in Combustion tuning rendering/density parameters.

- Exclusive: Working with Ocean and Fluids part 8
In this video part of Working with Ocean and Fluids citizen series, we値l start working at a complete scene with 3ds max. In the past we talked about all the features we need to do it, trying to figure how to use it and introducing techniques, tips and problems we can encounter. We値l prepare the basic environment created using real scale unit to have a more precise lighting, we値l use Final Render Ocean mesh to add the ocean mesh and simulate the water animation, so we値l work a little bit with its parameters to find the best compromise between level of detail and amount of vertices used. Then we値l tune the wave parameters and the ocean speed to make it more realistic and with the real scale. Talking about the rendering we値l use Mental Ray to reach a major user base, so we値l create a basic water material using an Arch&Design shader, and we値l use the MR Sun&Sky to illuminate the scene. To obtain the best result we値l play with Sky parameters and with MR Exposure Control too, tuning colors, illumination value and general image look.

- Exclusive: Working with Ocean and Fluids part 9
In this video part of Working with Ocean and Fluids citizen series, we値l start working using Particle Flow to setup the spray effect and Krakatoa to start planning how to approach to rendering. Using PFlow we値l try to solve different problems as particle spray emitted at 1st collision between the falling object and the water plane, and it will be a simple problem to solve. Then we値l have to control the air interaction between water and general dynamic. Then back to water interaction when the spray will falls down. To solve all these collision we値l use the Krakatoa Collision event due to its speed. Last part will be useful to understand how we can use the spray to simulate water foam. We値l start to play a little bit with Krakatoa render to understand how many problems we can have trying to render a so huge number of particles.

- Exclusive: Working with Ocean and Fluids part 10
In this Citizen video for 3ds max, we値l start working on a big and exciting course. We値l talk about water, fluids, ocean, and fluid dynamic. We値l take a look at how to solve fluid dynamic problems using 3ds max, some plug-ins as Frost to create fluid meshes, Krakatoa to render foam and spray, PFlow and Thinking Particles to simulate spray and foam, Realflow and Naiad to create complex fluid dynamic simulation or simulate the water level, etc etc.

- Exclusive: Working with Ocean and Fluids part 11
In this Citizen video for 3ds max, we値l start working on a big and exciting course. We値l talk about water, fluids, ocean, and fluid dynamic. We値l take a look at how to solve fluid dynamic problems using 3ds max, some plug-ins as Frost to create fluid meshes, Krakatoa to render foam and spray, PFlow and Thinking Particles to simulate spray and foam, Realflow and Naiad to create complex fluid dynamic simulation or simulate the water level, etc etc.

- Exclusive: Working with Ocean and Fluids part 12
In this Citizen video for 3ds max, we値l start working on a big and exciting course. We値l talk about water, fluids, ocean, and fluid dynamic. We値l take a look at how to solve fluid dynamic problems using 3ds max, some plug-ins as Frost to create fluid meshes, Krakatoa to render foam and spray, PFlow and Thinking Particles to simulate spray and foam, Realflow and Naiad to create complex fluid dynamic simulation or simulate the water level, etc etc.

- Exclusive: Working with Ocean and Fluids part 13
In this Citizen video for 3ds max, we値l start working on a big and exciting course. We値l talk about water, fluids, ocean, and fluid dynamic. We値l take a look at how to solve fluid dynamic problems using 3ds max, some plug-ins as Frost to create fluid meshes, Krakatoa to render foam and spray, PFlow and Thinking Particles to simulate spray and foam, Realflow and Naiad to create complex fluid dynamic simulation or simulate the water level, etc etc.

- Exclusive: Working with Ocean and Fluids part 14
In this Citizen video for 3ds max, we値l start working on a big and exciting course. We値l talk about water, fluids, ocean, and fluid dynamic. We値l take a look at how to solve fluid dynamic problems using 3ds max, some plug-ins as Frost to create fluid meshes, Krakatoa to render foam and spray, PFlow and Thinking Particles to simulate spray and foam, Realflow and Naiad to create complex fluid dynamic simulation or simulate the water level, etc etc.

More info__http://cgcookie.com/max/series/working-with-ocean-and-fluids/

CGCookie - 3ds Max: Working with Ocean and Fluids (14 Lessons - 8,22 gb)





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