Graphic PIZiadas

Graphic PIZiadas

My world is in..

Categorías Tutorial

Raytracing Images: RGB [Blogs experimental] [Blender]

Blender utiliza el modelo aditivo de luz para el tratamiento del color. Therefore used three “channels” (RGB ,Red, Green, Blue) with primary colors. There is another model, complementary to the previous, which is used to study painting, and you can experiment by mixing the colors of the clay, painting etc.; cada… (leer más)

3D Animation, Lights: Lighting with Textures [Blogs experimental] [Blender]

Similarly to the textured object, light sources can change the color of the light they throw on the basis of the application of patterns textures. The method for allocating texture patterns to a light source does not differ from that used for an object, sin embargo su aplicación puede… (leer más)

3D Animation, Lights: Shades [ Blogs experimental ] [ Blender ]

The lights and the shadows they cast on objects, are fundamental elements of an animation scene. Their use should be adjusted fineness since they are a source of a significant increase in computational complexity. Algunos sistemas limitan el número de puntos de iluminación ya que pueden llegar a saturar la capacidad de… (leer más)

Morphing Control: Picture duration [ with Squirlz Morph ]

One of the aspects that need to be adjusted by morphing is the duration or number of frames needed for two different stages. Initial and final transition between two images exhibition of images. If only two images are used we can add extra time with a functionality of Morph menu: Morph -> Hold Start/End Images… (leer más)

3D Animation, Key Framing [ Blogs experimental ] [ Blender ]

Normally understand as “encourage”, the process that allows to provide an object moving in a scene, The concept of animation is more complex, a valid approximation generalizing a bit more could be:

Cheerleading is change some aspect of the scene over time.

Morphing Control: Analysis of topological distortions [ with Squirlz Morph ]

Hemos visto que se puede distorsionar topológicamente el plano al realizar un morphing. Este efecto de distorsión se materializa visualmente en forma de círculos y ondas que distorsionan la imagen. Veamos con un ejemplo esquematizado este fenómeno que debemos controlar para asegurar una calidad en nuestras transiciones. Supongamos que queremos realizar un morphing entre dos… (leer más)

Morphing Control: Distortions topological [ with Squirlz Morph ]

Determining control points by morphing how to perform the movement of the image for “mutate” between frames. A simple checkpoint radically changes the result of the transition between the images, to determine how they are transformed image planes. In the following video “plays” with… (leer más)

Morphing Phases : Example applied to faces [ with Squirlz Morph ]

The process of “Morphing” between two images is a mix between a molten image processing and geometric surfaces. Control points displacements indicate that the images will suffer. The proper management of these control points results in a higher quality “transition” between images. Here is an… (leer más)

3D Animation, Shading: Parámetros de las Texturas [Blogs experimental] [Blender]

Some textures can work a lot of concepts widely used in the synthesis imaging. The seeing practically introduce some illustrative examples, but we can go making classifications to help us structure this rich variety of possibilities offered. After adding a texture, we adjust the various parameters… (leer más)

3D Animation, Shading: Add Textures to Material [Blogs experimental] [Blender]

texturas_3d_transparencia_2_thumb

Hemos visto como editar o añadir un material a un objeto, así como las principales propiedades de éstos. At the moment the whole object “dressed” the same color, varying only the illumination effect on its surface to provide the sense of volume. The textures add a component of credibility to objects, to… (leer más)