00941nam0-22002891i-450-99000632021040332119980601000632021FED01000632021(Aleph)000632021FED0100063202119980601d1950----km-y0itay50------ba--------00-yyNote pratiche amministrative per gli E.C.A. e le altre Istituzioni Pubbliche di Assistenza e beneficienzaGiovanni De Gennaro.MilanoA.N.E.A.1950379 p.24 cmAppendice Legislazione Coordinata346.06De Gennaro,Giovanni238142ITUNINARICAUNIMARCBK990006320210403321VI G 2144291FGBCFGBCNote pratiche amministrative per gli E.C.A. e le altre Istituzioni Pubbliche di Assistenza e beneficienza655317UNINAGIU0105044nam 2200661 450 991078815530332120200520144314.01-78439-992-2(CKB)2670000000599099(EBL)1973850(SSID)ssj0001466789(PQKBManifestationID)11831240(PQKBTitleCode)TC0001466789(PQKBWorkID)11505908(PQKB)11314490(Au-PeEL)EBL1973850(CaPaEBR)ebr11025924(CaONFJC)MIL734283(OCoLC)906578274(CaSebORM)9781784399931(MiAaPQ)EBC1973850(PPN)228008328(EXLCZ)99267000000059909920150312h20152015 uy 0engur|n|---|||||txtccrBlender cycles materials and textures cookbook : over 40 practical recipes to create stunning materials and textures using the cycles rendering engine with blender /Enrico Valenza ; cover image by Enrico ValenzaThird edition.Birmingham, England ;Mumbai, [India] :Packt Publishing,2015.©20151 online resource (400 p.)Community Experience DistilledIncludes index.1-78439-993-0 1-336-02997-8 Cover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Overview of Materials in Cycles; Introduction; Material nodes in Cycles; Procedural textures in Cycles; Setting the World material; Creating a mesh-light material; Using volume materials; Using displacement; Chapter 2: Managing Cycles Materials; Introduction; Preparing an ideal Cycles interface for material creation; Naming materials and textures; Creating node groups; Grouping nodes under frames for easier reading; Linking materials and node groupsChapter 3: Creating Natural Materials in CyclesIntroduction; Creating a rock material using image maps; Creating a rock material using procedural textures; Creating a sand material using procedural textures; Creating a simple ground material using procedural textures; Creating a snow material using procedural textures; Creating an ice material using procedural textures; Chapter 4: Creating Man-made Materials in Cycles; Introduction; Creating a generic plastic material; Creating a Bakelite material; Creating an expanded polystyrene material; Creating a clear (glassy) polystyrene materialCreating a rubber materialCreating an antique bronze material with procedurals; Creating a multipurpose metal node group; Creating a rusty metal material with procedurals; Creating a wood material with procedurals; Chapter 5: Creating Complex Natural Materials in Cycles; Introduction; Creating an ocean material using procedural textures; Creating underwater environment materials; Creating a snowy mountain landscape with procedurals; Creating a realistic Earth as seen from space; Chapter 6: Creating More Complex Man-made Materials; Introduction; Creating cloth materials with proceduralsCreating a leather material with proceduralsCreating a synthetic sponge material with procedurals; Creating a spaceship hull shader; Chapter 7: Subsurface Scattering in Cycles; Introduction; Using the Subsurface Scattering shader node; Simulating Subsurface Scattering in Cycles using the Translucent shader; Simulating Subsurface Scattering in Cycles using the Vertex Color tool; Simulating Subsurface Scattering in Cycles using the Ray Length output in the Light Path node; Creating a fake Subsurface Scattering node group; Chapter 8: Creating Organic Materials; IntroductionCreating an organic-looking shader with proceduralsCreating a wasp-like chitin material with procedural textures; Creating a beetle-like chitin material with procedural textures; Creating tree shaders - the bark; Creating tree shaders - the leaves; Creating a layered human skin material in Cycles; Creating fur and hair; Creating a gray alien skin material with procedurals; Chapter 9: Special Materials; Introduction; Using Cycles volume materials; Creating a cloud volumetric material; Creating a fire and smoke shader; Creating a shadeless material in CyclesCreating a fake immersion effect materialThis book is aimed at those familiar with the basics of Blender, looking to delve into the depths of the Cycles rendering engine to create an array of breath-taking materials and textures.Community experience distilled.Computer animationComputer animation.006.693Valenza Enrico1489081Valenza EnricoMiAaPQMiAaPQMiAaPQBOOK9910788155303321Blender cycles3709600UNINA01435nam0 22003131i 450 UON0024985320231205103625.31020040218d1934 |0itac50 bafreFR||||0 |||||Histoire de la langue françaisedes origines a 1900. 8: Le français hors de France au XVIIIe siècle. Pt. 1. Le français dans le diverss pays d'EuropeFerdinand BrunotParisLibrairie Armand Colin1934XLVI, 768 p.25 cm001UON003728882001 ˆLe ‰Français hors de France au XVIIIe siècle001UON003728892001 ˆLe ‰Français dans les divers pays d'EuropeGRAMMATICA STORICAUONC042569FILINGUA FRANCESE STORIA SEC 18UONC053524FILINGUA FRANCESE GRAMMATICA STORICAUONC053588FIFRParisUONL002984440Lingue romanze (Lingue neolatine) Francese21BRUNOTFerdinandUONV137382290036Librairie Armand ColinUONV254209650ITSOL20240220RICASIBA - SISTEMA BIBLIOTECARIO DI ATENEOUONSIUON00249853SIBA - SISTEMA BIBLIOTECARIO DI ATENEOSI S.C I F 01 m SI PRV17368 6 01 m Histoire de la langue française447104UNIOR