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A scene featuring Atmosphere, Instancing, Incandescence Light and a Mult= i-Light setup. Requires the explosion sample file from: explosion.vdb-1.0.0.zip.
Maya =E2=86=92Camino_del_Sol_docs_02.zip<=
/p>
Houdini =E2=86=92=
Camino_del_Sol_docs_15.zip NSI =E2=86=92Camino_del_Sol_NSI.zip
Maya =E2=86=92 Sunset_on_the_Grid_docs_01.zip=
Scene designed to test motion blur. Specifically, it demon= strates how to use the Additional Samples extension attribute= on a Maya transform to locally increase motion blur qua= lity in a memory efficient manner (only transforms are repeated for each mo= tion samples).
Maya =E2=86=92propeller_docs_05.zip
Cinema 4D= =E2=86=92 propeller_docs_01.z= ip
A simple scene demonstrating the usage of Multi-Light with Area Lights, = Environment Light and Incandescent Light.
Maya =E2=86=92 multi_light_primitives_docs_04.zip= p>
Cinema4D =E2=86=92 multi_light_primitives_= docs_01.zip
A scene using OpenVDB Volumes with their matching shader. Notice th= at all the Volumes are instanced. In order to update the path that points t= o the vdb file only a single edit is needed. Requires the Smoke2 sampl= e file from https://www.openvdb.org/download/ (smoke2.vdb)<= /p>
Maya =E2=86=92 openvdb_A_doc_03.zip
Cinema4D =E2=86=92 openvdb_A_doc_01.zip
A scene using OpenVDB Volumes with their matching shader. Notice th= at all the Volumes are instanced. In order to update the path that points t= o the vdb file only a single edit is needed. Requires the explosion sa= mple file from https://www.openvdb.org/download/ (explosion= .vdb)
Maya =E2=86=92 openvdb_B_doc_02.zip
A simple swatch scene with "studio lighting" to test the Thin F= ilm of the Metal. &= nbsp;The artist used a procedural on film thickness to achieve interesting = effects.
Maya =E2=86=92 shader_swatches_docs_= 03.zip
Cinema4D =E2=86=92 swatch_docs_01.zip
A simple candy shader demonstrates the use of the Color Variation node to have a different = color on each candy piece. Also features the use of an NSI Set to assign the Render M= esh as a Subdivision Surface attribute to a large number of objects at= once.
Maya =E2=86=92 candy_bowl_docs_03.zip
Cinema4D =E2=86=92 candy_bowl_docs_01.zip
Demonstrates the effect of Point = Light's radius parameter.
Maya =E2=86=92 plant_pot_docs_02.zip
Cinema4D =E2=86=92 = plant_pot_docs_01.zip
This simple scene demonstrates the effect of Directional Light's angular diamater.
Maya =E2=86=92 parallels_docs_03.zip
Cinema 4D = =E2=86=92 parallels_docs_01.zip
This scene uses a Particle Instancer and a single grass clump geometry t= o create a small grass field. The grass shader demonstrates the use of the = Color Variation&nbs= p;node to create different green colors for each clump. This scene has been= designed to assess the difference between the "Natural" and the "Uniform" = colour variations.
Maya =E2=86=92 grass_field_docs_02.zip= a>
This scene is used to explore the effect of Maximum Refraction Depth with multiple overlapping glass objects= . The glass has a very small amount of absorption for greater realism.
Maya =E2=86=92 glasses_docs_04.zip
Cinema4D =E2=86=92 glasses_docs_01.zip
A simple scene to demonstrate the different area light shapes possible u= sing the Area Light.
Maya =E2=86=92 area_light_shapes_docs_02.zip= a>
Cinema4D =E2=86=92 = area_light_shapes_docs_01.= zip
A demo scene initially used for colour management and provided here for = reference.
Maya =E2=86=92 rgb_cubes_docs_05.zip
Cinema4D =E2=86=92 = rgb_cubes_docs_01.zip