Sunday, October 24, 2010

Best Road Bike For Your Buck

x32 R12 x64 Windows 7 64X EXCHANGE ISSUER TO SIMULATE

Hello everyone

a couple of days ago I decided to get an update (renew or die.) I was with XP by fear of change that you always ask the same questions arise:

do you work well?
Will I fit right?
will I have problems?
...
not want to change because he had handled the worst operating system ever, Windows Vista. But I needed an OS that best handle my computer. Since XP is fine for PCs and old, but when your computer is advanced and need something to handle it better. It's like taking a ferrari with a SEAT600 wheels.

Well, why write this? you will wonder. The answer is simple, I've tried ... Works ... I recommend it.
My computer is a:
Processor: Intel Core Duo 2.2GHz 64
RAM: 4Gb
GRAPHICS: 9600GT Envy

1Ghz with RealFlow For example, a simple simulation of an issuer default parameters and the mesh (Mehserle) under the same conditions and a limitation of 5000 particles, it took me about 5 hours simulate. After installing the Windows 7 64x change was radical, the same situation 9 minutes.

cinema 4d r11.5 In a scene with: Ambient Occlusion

IG
And a simple transmitter with pirocluster + sky + ground.

¡¡¡¡¡¡¡¡¡ 3 hours !!!!!!!!! what you think.

Now, the change is less than 3 minutes.

For these reasons I recommend you to an OS cambiéis more in line with the computer that you may possess. Since the differences are very great in the 3D world.

In this case I'm talking about I own a PC ready to win7, but you must keep in mind that if your computer is older you get the OS to better manage the machine (a seat600, wheels for seat600 and for a ferrari, wheels for a ferrari)
SO
Some differences I mentioned.

* windows XP 32x * Windows 7
-RAM 64x max: 3-3.5GB ;-RAM max, so to speak, infinite
-No is able to maximize the "The
maximizes modern processors
-The graph is not controlled in the best conditions, works seamlessly
Hard drive speed-limited-current Unlimited

I tell you my experience because it was very good, but if you have problems with the OS comment and debate. Greetings

Thursday, October 14, 2010

Nausea High In Stomach And Burping

MoGraph (particle dynamics)

DESCRIPTION: create an issuer MoGraph object as a particle emitter.
PROGRAM: cinema 4d r11.5

I launched it's tricks, so I'll show you a trick that is 100% mine. And I say this because I have not seen anywhere else, came out of my head for a problem with a user C4DES.

start? However, many times we need a transmitter with dynamic, is, that the objects that emit are influenced by the environment and themselves, this is achieved with Xpress and THIKING PARTICLES and I'll be honest, it is not easy get the results I will show now.

To give more excitement I am going to ask a question how simularíais a popcorn machine? if you know do not read lol! and you did not know I'll give you a quick and simple formula.

to not roll much (as I always do) just let me explain the process, the popcorn as you do.
First we create in order to issue, in my case I'll make a simple sphere, and create a clone object MoGraph. Insert the field in the object clone. Object clone
adjust it as follows:
MODE: linear
QUANTITY: 1
PX / Y / Z: 0

now encourage the Amount parameter. We get in the frame 0 and we give automatic keys, we go to frame 90 and change the value of number 100. We put a label of "rigid body" of MoGraph (not worth the dynamics has to be MoGraph) and give a play.


As you can see areas shoot out in all directions without control, but this has a solution.

I think a cylinder diameter is slightly larger than the area, and you turn off the caps. Now we put a floor object and They both put a label of "rigid body" of mogrph (I insist it has to be dynamic MoGraph and not) the object must be cloned into the cylinder and above the ground object. Press play .... and if you hide the cylinder better. Give back to play.

Now the water comes in one direction but with great force. That part is more complicated to handle.
Ahhhh! another thing ... if you have problems with the speed of simulation, osea your computer can not so many objects in the area will lower segments to 1. You'll see that some areas are horrible but if you give the renderer, which are really perfect. And the simulation very well.

For low speed is not as normal issuers, and that what we are doing is simulating a transmitter. To do this there are several ways:

random-effect: this effect can reduce speed slightly, making the fields are generated in a different place.
"With other objects, making a tour to get also objects to slow down. Ratio
-frame / object generated: The shoot out items that one is generated in the place of another, and make dynamic repel, if fewer objects are created by frame also got to slow down.
This trick can be applied to many things, especially working almost like RealFlow. You can make amazing effects and even simulate fluids at a much lower scale but with great results.

Here are some examples of what I accomplished. From realistic simulations to some tribal simulations without much detail.


This is echo in a few hours without much complication, imagine what can be achieved with a little more detail.

Friday, October 8, 2010

Truck Carpet Kits Plans

METALLIC STRUCTURES (so simple)

DESCRIPTION: creating metal structures (cranes, fences, structures, etc ...) with various tricks and easy.
PROGRAM: cinema 4d r11.5 Let

easily create structures with various tricks, every trick leaves a different finish and can be used depending on circumstances.

clarify that these tricks are pulled out of institutes and individuals C4DES forum, I only explained and reunified. The trick is not entirely mine, but I put my personal touch.

started!! I think a cube and we make a rectangular shape but not subdivided, we segment 1. Now we do editable and triangles, but there is a problem, the edges that we believe will serve us to create the structure and the triangle structure is not very good, talking about architecture.
So it's best to get the tool and make a sharp knife to our taste or depending on what you want. To let something like this:


Now we put edges mode and select all the edges. We're going to structure / Edit Spline / Spline edges. We create a spline in the shape of the bucket, we get out of the bucket and if you hide the cube you will see her better. We forget
spline for now, let's do something else.


Now duplicate the cube (Ctrl + c / Ctrl + v / over the cube) rename it, not tiing as "hub sites" and select all faces. Now we set the interior extrusion tool (right click mouse), deactivate the option "preserve groups" and do an extrusion to get something like this:


and establish selection (top menu / selection / set selection) and forget about it.

You will ask to have done all this and forget about it, for now just to explain it all faster and better.
We put each cube (cube, cube spline and polygons) to see them well separated, thus:


now apply the tricks, starting with the simplest. Let
modeling using an object called "formation of atoms" . Just create the object and introduce the cube inside the object, as you see us on every edge creates a pipe and at every point a sphere. then we set the parameters to our liking.


For the second way we use the spline we created earlier. Now we create a circle and put him in step with what we want. We Nurbs tour and introduce the two objects inside (the circle must be above the spline in the hierarchy) and now this. Stay like this:

And finally we will use the "hub sites." We
double click on the tag selection created earlier, we see that these sites are selected before and we suppress the keyboard. And this:


Well, what tricks they are already explained, but why three different ways? very simple, according to the scene need one thing or another, for example:

If we structure it will look very closely you can use the first two forms, as the level of detail is better and creates a lot of polygons.

If our object is a background prop hardly need details, use the last form since it creates very few polygons and the scene less burden.

Sure there are thousands of way to do it, if you know another comentamelo, if you have questions comentamelo, if you get bored comentamelo ,..... hehe

a greeting and to serve you

Thursday, October 7, 2010

How To Get A Free Robot Costume In Poptropica

TRICK MAPPING (without bodypaint)

DESCRIPTION: mapping surfaces with different textures and effects.
PROGRAM: cinema 4d r11.5

Hello again tod @ s:

Today I bring a trick to make a spectacular mappings without bodypaint. Sometimes you do not have time to move your object to bodypaint bodypaint handle or do not know or just do not feel like using it, it depends on each one. I'll show you two tricks very good and easy to reach our goal.

Let's do a wall of a house, or whatever you want to be, which is in poor or old. I'll explain a little what we do and then explain in more detail:

The first trick will be to simulate the part of the plaster of the wall that has fallen, exposing the bricks. To do this we will use a selection of polygons label assigned to a channel material and to give depth displacement.

The second trick is to simulate stains and scuffs on the wall, for this we will create labels for use as weights alpha images, using the alpha channel of the paint material as we see fit.

Understood? after the mess!

First we create a bucket and climbed up a wall "may seem hard? I think not. Now give subdivisions and we do editable.
De pictures to share in forums
echo I have a subdivision of 15 x 15 in Y and X Z but not because we lack. It is important that this well-divided, but neither passed.

Now we will use the tool "section" and to make new edges on her face in which we are working, with the way we want to be breaking the plaster. Once done this select the polygon interior. Select a label created with these polygons (top toolbar / select / set selection)
We now
De images to share in forums
our textures. To keep things simple we are going to catch much of the cinema preset. texture of bricks and other cement. A brick texture will activate the channel shift and configure it like this:
De images to share in forums

Bone shader we put a color and leave it blank, you will activate the "displacement subpoligonal" and we put up a negative number.
Now we apply two textures to the cube. The label on the brick texture give it a click and attributes we look for an option that says "Selection", we take the polygon selection tag we created earlier and drag in that space. Now we put a light active front and throw shadows, ground ¡¡¡¡¡¡¡ AND RENDER !!!!!!!!
De pictures to share in forums
This cool right?
Well, we will improve it by cracks, which are the same but with smaller pieces in the corners
De pictures to share in forums
And this is the result ... but the wall looks too new, we will put years. We first
put in bridge and activate the selection tool, there's set to "painted vertices.
De pictures to share in forums
Now paint the entire bottom of the wall to put a rusty texture. To make it more original paint the floor with a 100% and the slightly higher 50%, so we get a good blur.
In 3D LOROBOTO
Now create the texture you want, to give more realism and style to put a little rusty and a relief refractive thin but high.
Once we have our stuff, we're the alpha channel and apply the shader "map points" (arrow / effects / vertex map) and we double-click on the image that appears. In the hollow drag the map labels of vertices that we believe in the paint and apply the material to the wall.

and render!!
Of 3D LOROBOTO
But there is a glaring fault !!!!!!! the texture of brick covered out !!!!!!!!! It's okay, like all things cinema labels also have hierarchies, all you have to do is put the tag before the brick mold. As put
textures, these, will covering the previous layer in color, so be careful with the hierarchies.
Once they lock into place ..... RENDER ¡¡¡¡¡¡¡ !!!!!!!
In 3D LOROBOTO
Now if we look good.
If we like it to remain, we can always return to repaint the corners by double-clicking the label "map points".
If you put some texture and some quick touches in a few minutes we get something like this.





I hope you find useful.



Greetings PS: If you still have doubts, discuss them without fear and suggestions for future tips.

Lots Of Discharge After Brazilian Wax

TRICK FOR PyroCluster (render time)

HELLO EVERYONE !!!!!!!

Today I decided to blog tips and tricks to share with everyone.

DESCRIPTION: Trick to speed up the rendering with pirocluster
PROGRAM: cinema 4d r11.5

know everyone working with pirocluster cinema that carries much of render, to the point of rendering time multiplied by ten. A little trick is as follows: The material

"volume tracer of pirocluster have several options, if configured, knowing what we were able to achieve very good results and rendering the render time down, but there comes the problem Do We Know how to configure them for each scene? would be a tedious task a little set up and test until you gear. The solution is in a pre-set configurations which has by default. If we double click on the material dialog box opens, there is a drop-down look that says "render mode" in which we have three options. By default it to "crispy" and each makes a function:

crispy: render high - low speed
crispy - gas: render half - average speed
hazy: render low - high speed

And then there's the user to configure it manually.

De pictures to share in forums
As
need to use one or the other, eg

for a quick animation as a moving car ; fast and leaving a trail of dust, I would use "hazy"
for higher still image details "crispy"
and an animation where is the most remarkable pirocluster would use "crispy" gas "

or so to get an idea of \u200b\u200bhow to use each of the settings, but also say that in most cases there are no major differences between the two regarding the rendering, the most notable is the time saved one.

I hope you like! , ^)

a greeting