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Adobe Photoshop CS6 [[electronic resource] /] / by Lynette Kent
Adobe Photoshop CS6 [[electronic resource] /] / by Lynette Kent
Autore Kent Lynette
Pubbl/distr/stampa Indianapolis, IN, : John Wiley & Sons, 2012
Descrizione fisica 1 online resource (290 p.)
Disciplina 006.6/96
006.686
006.696
Collana Top 100 Simplified Tips & Tricks
Soggetto topico Image processing - Digital techniques
ISBN 1-280-67008-8
9786613647016
1-118-22840-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Photoshop® CS6: Top 100 Simplified® Tips & Tricks
Record Nr. UNINA-9910790272703321
Kent Lynette  
Indianapolis, IN, : John Wiley & Sons, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Adobe Photoshop CS6 [[electronic resource] /] / by Lynette Kent
Adobe Photoshop CS6 [[electronic resource] /] / by Lynette Kent
Autore Kent Lynette
Pubbl/distr/stampa Indianapolis, IN, : John Wiley & Sons, 2012
Descrizione fisica 1 online resource (290 p.)
Disciplina 006.6/96
006.686
006.696
Collana Top 100 Simplified Tips & Tricks
Soggetto topico Image processing - Digital techniques
ISBN 1-280-67008-8
9786613647016
1-118-22840-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Photoshop® CS6: Top 100 Simplified® Tips & Tricks
Record Nr. UNINA-9910811211103321
Kent Lynette  
Indianapolis, IN, : John Wiley & Sons, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Advanced Maya texturing and lighting [[electronic resource] /] / Lee Lanier
Advanced Maya texturing and lighting [[electronic resource] /] / Lee Lanier
Autore Lanier Lee <1966->
Edizione [2nd ed.]
Pubbl/distr/stampa Hoboken, NJ, : Wiley Technology Pub., 2008
Descrizione fisica 1 online resource (xix, 475 p.) : ill
Disciplina 006.6/96
Soggetto topico Computer animation
Soggetto genere / forma Electronic books.
ISBN 1-118-98354-8
9786611752231
1-118-05967-0
0-470-38857-9
1-281-75223-1
0-470-29273-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Understanding lighting, color, and composition -- Applying the correct Maya light type -- Creating high-quality shadows -- Applying the correct material and 2D texture -- Applying 3D textures and projections -- Creating custom connections and applying color utilities -- Automating a scene with sampler nodes -- Harnessing the power of math utilities -- Improving textures through custom UVs, maps, and sliders -- Prepping for successful renders -- Raytracing with Maya software and mental ray -- Working with global illumination, final gather, and mental ray shaders -- Texturing and lighting with advanced techniques.
Record Nr. UNINA-9910463825603321
Lanier Lee <1966->  
Hoboken, NJ, : Wiley Technology Pub., 2008
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Advanced Maya texturing and lighting [[electronic resource] /] / Lee Lanier
Advanced Maya texturing and lighting [[electronic resource] /] / Lee Lanier
Autore Lanier Lee <1966->
Edizione [2nd ed.]
Pubbl/distr/stampa Hoboken, NJ, : Wiley Technology Pub., 2008
Descrizione fisica 1 online resource (xix, 475 p.) : ill
Disciplina 006.6/96
Soggetto topico Computer animation
ISBN 1-118-98354-8
9786611752231
1-118-05967-0
0-470-38857-9
1-281-75223-1
0-470-29273-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Understanding lighting, color, and composition -- Applying the correct Maya light type -- Creating high-quality shadows -- Applying the correct material and 2D texture -- Applying 3D textures and projections -- Creating custom connections and applying color utilities -- Automating a scene with sampler nodes -- Harnessing the power of math utilities -- Improving textures through custom UVs, maps, and sliders -- Prepping for successful renders -- Raytracing with Maya software and mental ray -- Working with global illumination, final gather, and mental ray shaders -- Texturing and lighting with advanced techniques.
Record Nr. UNINA-9910788289003321
Lanier Lee <1966->  
Hoboken, NJ, : Wiley Technology Pub., 2008
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Advanced Maya texturing and lighting [[electronic resource] /] / Lee Lanier
Advanced Maya texturing and lighting [[electronic resource] /] / Lee Lanier
Autore Lanier Lee <1966->
Edizione [2nd ed.]
Pubbl/distr/stampa Hoboken, NJ, : Wiley Technology Pub., 2008
Descrizione fisica 1 online resource (xix, 475 p.) : ill
Disciplina 006.6/96
Soggetto topico Computer animation
ISBN 1-118-98354-8
9786611752231
1-118-05967-0
0-470-38857-9
1-281-75223-1
0-470-29273-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Understanding lighting, color, and composition -- Applying the correct Maya light type -- Creating high-quality shadows -- Applying the correct material and 2D texture -- Applying 3D textures and projections -- Creating custom connections and applying color utilities -- Automating a scene with sampler nodes -- Harnessing the power of math utilities -- Improving textures through custom UVs, maps, and sliders -- Prepping for successful renders -- Raytracing with Maya software and mental ray -- Working with global illumination, final gather, and mental ray shaders -- Texturing and lighting with advanced techniques.
Record Nr. UNINA-9910822337303321
Lanier Lee <1966->  
Hoboken, NJ, : Wiley Technology Pub., 2008
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Animating with Blender : how to create short animations from start to finish / / D. Roland Hess
Animating with Blender : how to create short animations from start to finish / / D. Roland Hess
Autore Hess Roland <1970-, >
Edizione [1st edition]
Pubbl/distr/stampa Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009
Descrizione fisica 1 online resource (366 p.)
Disciplina 006.6/96
Soggetto topico Computer animation
Three-dimensional display systems
Computer graphics
Soggetto genere / forma Electronic books.
ISBN 1-136-13845-5
1-136-13846-3
1-281-78990-9
9786611789909
0-08-092811-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Animating with Blender: How to Create Short Animationsfrom Start to Finish; Copyright; Contents; Foreword; Chapter 1. An Overview of the Short Animation Process; Creating a Short Animation; Avoiding Death by Natural Causes; Preproduction; Production; Postproduction; The Importance of Following the Work Flow; Chapter 2. Story Story Story; What Makes an Engaging Story; Writing It Down; Story Scope, Your Resources, and Reality; Scope Example: Adding a Second Character; Scope Example: Adding a Second Location; Scope Example: Adding Length; How Long Is My Story?; Chapter 3. Organization
Your Digital AssetsThe Way That Blender Handles Assets; A Suggested Organizational Structure; Chapter 4. Storyboarding and the Story Reel; Storyboarding Basics; Suggested Tools; Pen Tablets; Paint Software; Blender's Image Editor; Creating the Storyboards; Telling the Story; Recording a Temporary Soundtrack for Timing; Assembling a Story Reel in Blender's Sequence Editor; Sequencer Tools for Working with Image Strips; Watching and Exporting the Story Reel; Chapter 5. Character Design and Creation; Designing in Line with Your Theme and Reality; The Beast; The Mom; The Dogs
Modeling Based on Storyboard RequirementsFaces, Hands, and Clothes; Level of Detail; Normal Mapping for Greater Detail at Lower Resolutions; Mesh Animation Issues; Quads, Edge Loops, and Joints; Bind Pose; Polygon Count; Preparing the Model for Future Work; Chapter 6. Libraries and Linking; Libraries, and Why You Should Bother; Linking Assets That Do Not Animate; Linking Assets for Object-level Animation; Creating an Animation Proxy; Creating and Linking a Dupligroup; Which Method to Choose?; Linking Assets for Character Animation; Managing Your Links and Libraries
Finding and Fixing Broken LinksMoving a Shot File and Maintaining Its Links; Moving an Asset File; Chapter 7. Rough Sets, Blocking, and an Animatic; Creating Rough Sets; Preparing the File for the Rough Set; Building Your Template Scene File; Matching Camera Angles to Storyboards; Placing Your Characters; Proceeding Through the Story Reel; Special Case: Reusing Cameras; Additional Detail: Moving Cameras, Moving Characters; Creating an Animatic; Replacing Storyboards in the Story Reel; Chapter 8. Good Sound; Finding Decent Equipment and Environments; What to Use; Where to Record
Making the RecordingThe Goal of the Recording Session; Some Sound Processing Basics; Removing Noise and Adjusting Levels; Previewing the Recorded Sound; Chapter 9. Rigging and Skinning; An Iterative Method for Rigging, Skinning, and Testing; Control Structures; Deformers; Helpers; General Rigging and Skinning Work Flow; Building the Rig in Layers; A Practical Example; Inverse Kinematics/forward Kinematics; Auto Ik; Another Rigging Example: the Fingers; Binding the Rig to the Mesh; To Deform or Not?; The Armature Modifier and Vertex Groups; The Mesh Deform Modifier; Lattices
Combining Different Deformation Methods with Vertex Groups
Record Nr. UNINA-9910453350503321
Hess Roland <1970-, >  
Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Animating with Blender : how to create short animations from start to finish / / D. Roland Hess
Animating with Blender : how to create short animations from start to finish / / D. Roland Hess
Autore Hess Roland <1970-, >
Edizione [1st edition]
Pubbl/distr/stampa Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009
Descrizione fisica 1 online resource (366 p.)
Disciplina 006.6/96
Soggetto topico Computer animation
Three-dimensional display systems
Computer graphics
ISBN 1-136-13845-5
1-136-13846-3
1-281-78990-9
9786611789909
0-08-092811-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Animating with Blender: How to Create Short Animationsfrom Start to Finish; Copyright; Contents; Foreword; Chapter 1. An Overview of the Short Animation Process; Creating a Short Animation; Avoiding Death by Natural Causes; Preproduction; Production; Postproduction; The Importance of Following the Work Flow; Chapter 2. Story Story Story; What Makes an Engaging Story; Writing It Down; Story Scope, Your Resources, and Reality; Scope Example: Adding a Second Character; Scope Example: Adding a Second Location; Scope Example: Adding Length; How Long Is My Story?; Chapter 3. Organization
Your Digital AssetsThe Way That Blender Handles Assets; A Suggested Organizational Structure; Chapter 4. Storyboarding and the Story Reel; Storyboarding Basics; Suggested Tools; Pen Tablets; Paint Software; Blender's Image Editor; Creating the Storyboards; Telling the Story; Recording a Temporary Soundtrack for Timing; Assembling a Story Reel in Blender's Sequence Editor; Sequencer Tools for Working with Image Strips; Watching and Exporting the Story Reel; Chapter 5. Character Design and Creation; Designing in Line with Your Theme and Reality; The Beast; The Mom; The Dogs
Modeling Based on Storyboard RequirementsFaces, Hands, and Clothes; Level of Detail; Normal Mapping for Greater Detail at Lower Resolutions; Mesh Animation Issues; Quads, Edge Loops, and Joints; Bind Pose; Polygon Count; Preparing the Model for Future Work; Chapter 6. Libraries and Linking; Libraries, and Why You Should Bother; Linking Assets That Do Not Animate; Linking Assets for Object-level Animation; Creating an Animation Proxy; Creating and Linking a Dupligroup; Which Method to Choose?; Linking Assets for Character Animation; Managing Your Links and Libraries
Finding and Fixing Broken LinksMoving a Shot File and Maintaining Its Links; Moving an Asset File; Chapter 7. Rough Sets, Blocking, and an Animatic; Creating Rough Sets; Preparing the File for the Rough Set; Building Your Template Scene File; Matching Camera Angles to Storyboards; Placing Your Characters; Proceeding Through the Story Reel; Special Case: Reusing Cameras; Additional Detail: Moving Cameras, Moving Characters; Creating an Animatic; Replacing Storyboards in the Story Reel; Chapter 8. Good Sound; Finding Decent Equipment and Environments; What to Use; Where to Record
Making the RecordingThe Goal of the Recording Session; Some Sound Processing Basics; Removing Noise and Adjusting Levels; Previewing the Recorded Sound; Chapter 9. Rigging and Skinning; An Iterative Method for Rigging, Skinning, and Testing; Control Structures; Deformers; Helpers; General Rigging and Skinning Work Flow; Building the Rig in Layers; A Practical Example; Inverse Kinematics/forward Kinematics; Auto Ik; Another Rigging Example: the Fingers; Binding the Rig to the Mesh; To Deform or Not?; The Armature Modifier and Vertex Groups; The Mesh Deform Modifier; Lattices
Combining Different Deformation Methods with Vertex Groups
Record Nr. UNINA-9910782600103321
Hess Roland <1970-, >  
Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Animating with Blender : how to create short animations from start to finish / / D. Roland Hess
Animating with Blender : how to create short animations from start to finish / / D. Roland Hess
Autore Hess Roland <1970-, >
Edizione [1st edition]
Pubbl/distr/stampa Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009
Descrizione fisica 1 online resource (366 p.)
Disciplina 006.6/96
Soggetto topico Computer animation
Three-dimensional display systems
Computer graphics
ISBN 1-136-13845-5
1-136-13846-3
1-281-78990-9
9786611789909
0-08-092811-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Animating with Blender: How to Create Short Animationsfrom Start to Finish; Copyright; Contents; Foreword; Chapter 1. An Overview of the Short Animation Process; Creating a Short Animation; Avoiding Death by Natural Causes; Preproduction; Production; Postproduction; The Importance of Following the Work Flow; Chapter 2. Story Story Story; What Makes an Engaging Story; Writing It Down; Story Scope, Your Resources, and Reality; Scope Example: Adding a Second Character; Scope Example: Adding a Second Location; Scope Example: Adding Length; How Long Is My Story?; Chapter 3. Organization
Your Digital AssetsThe Way That Blender Handles Assets; A Suggested Organizational Structure; Chapter 4. Storyboarding and the Story Reel; Storyboarding Basics; Suggested Tools; Pen Tablets; Paint Software; Blender's Image Editor; Creating the Storyboards; Telling the Story; Recording a Temporary Soundtrack for Timing; Assembling a Story Reel in Blender's Sequence Editor; Sequencer Tools for Working with Image Strips; Watching and Exporting the Story Reel; Chapter 5. Character Design and Creation; Designing in Line with Your Theme and Reality; The Beast; The Mom; The Dogs
Modeling Based on Storyboard RequirementsFaces, Hands, and Clothes; Level of Detail; Normal Mapping for Greater Detail at Lower Resolutions; Mesh Animation Issues; Quads, Edge Loops, and Joints; Bind Pose; Polygon Count; Preparing the Model for Future Work; Chapter 6. Libraries and Linking; Libraries, and Why You Should Bother; Linking Assets That Do Not Animate; Linking Assets for Object-level Animation; Creating an Animation Proxy; Creating and Linking a Dupligroup; Which Method to Choose?; Linking Assets for Character Animation; Managing Your Links and Libraries
Finding and Fixing Broken LinksMoving a Shot File and Maintaining Its Links; Moving an Asset File; Chapter 7. Rough Sets, Blocking, and an Animatic; Creating Rough Sets; Preparing the File for the Rough Set; Building Your Template Scene File; Matching Camera Angles to Storyboards; Placing Your Characters; Proceeding Through the Story Reel; Special Case: Reusing Cameras; Additional Detail: Moving Cameras, Moving Characters; Creating an Animatic; Replacing Storyboards in the Story Reel; Chapter 8. Good Sound; Finding Decent Equipment and Environments; What to Use; Where to Record
Making the RecordingThe Goal of the Recording Session; Some Sound Processing Basics; Removing Noise and Adjusting Levels; Previewing the Recorded Sound; Chapter 9. Rigging and Skinning; An Iterative Method for Rigging, Skinning, and Testing; Control Structures; Deformers; Helpers; General Rigging and Skinning Work Flow; Building the Rig in Layers; A Practical Example; Inverse Kinematics/forward Kinematics; Auto Ik; Another Rigging Example: the Fingers; Binding the Rig to the Mesh; To Deform or Not?; The Armature Modifier and Vertex Groups; The Mesh Deform Modifier; Lattices
Combining Different Deformation Methods with Vertex Groups
Record Nr. UNINA-9910825969103321
Hess Roland <1970-, >  
Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Autodesk 3ds max 2013 essentials [[electronic resource] /] / Randi L. Derakhshani, Dariush Derakhshani
Autodesk 3ds max 2013 essentials [[electronic resource] /] / Randi L. Derakhshani, Dariush Derakhshani
Autore Derakhshani Randi
Edizione [1st ed.]
Pubbl/distr/stampa Indianapolis, Ind., : John Wiley & Sons, 2012
Descrizione fisica 1 online resource (402 p.)
Disciplina 006.6/96
006.693
006.696
Altri autori (Persone) DerakhshaniDariush
Collana Serious skills
Soggetto topico Computer graphics
Soggetto genere / forma Electronic books.
ISBN 1-118-23848-6
1-280-64660-8
9786613632630
1-118-22500-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Autodesk 3ds Max 2013 Essentials; Acknowledgments; About the Authors; Contents; Introduction; Chapter 1: The 3ds Max Interface; The Workspace; Transforming Objects Using Gizmos; Graphite Modeling Tools Ribbon; Command Panel; Time Slider and Track Bar; File Management; Chapter 2: Your First 3ds Max Project; Starting to Model a Chest of Drawers; Modeling the Top; I Can See Your Drawers; Modeling the Bottom; Creating the Knobs; Chapter 3: Modeling in 3ds Max: Architectural Model Part I; Units Setup; Importing a CAD Drawing; Creating the Walls; Creating the Doors; Creating the Window
Adding a Floor and CeilingCreating Baseboard Moldings; Chapter 4: Modeling in 3ds Max: Architectural Model Part II; Modeling the Couch; Modeling the Chair; Chapter 5: Animating a Bouncing Ball; Animating the Ball; Refining the Animation; Chapter 6: Animating a Thrown Knife; Anticipation and Momentum in Knife Throwing; Chapter 7: Character Poly Modeling: Part I; Setting Up the Scene; Creating the Soldier; Chapter 8: Character Poly Modeling: Part II; Completing the Main Body; Creating the Accessories; Putting on the Boots; Creating the Hands; Chapter 9: Character Poly Modeling: Part III
Creating the HeadMerging and Attaching the Head's Accessories; Chapter 10: Introduction to Materials: Interiors and Furniture; The Slate Material Editor; Material Types; mental ray Material Types; Shaders; Mapping the Couch and Chair; Mapping the Window and Doors; Chapter 11: Textures and UV Workflow: The Soldier; Mapping the Soldier; UV Unwrapping; Seaming the Rest of the Body; Applying the Color Map; Applying the Bump Map; Applying the Specular Map; Chapter 12: Character Studio: Rigging; Character Studio Workflow; Associating a Biped with the Soldier Model
Chapter 13: Character Studio: AnimationCharacter Animation; Animating the Soldier; Using Inverse Kinematics; Chapter 14: Introduction to Lighting: Interior Lighting; Three-Point Lighting; 3ds Max Lights; Standard Lights; Lighting a Still Life in the Interior Space; Selecting a Shadow Type; Atmospheres and Effects; Light Lister; Chapter 15: 3ds Max Rendering; Rendering Setup; Cameras; Safe Frame; Raytraced Reflections and Refractions; Rendering the Interior and Furniture; Chapter 16: mental ray and HDRI; mental ray Renderer; Final Gather with mental ray; HDRI; Index
Record Nr. UNINA-9910461630103321
Derakhshani Randi  
Indianapolis, Ind., : John Wiley & Sons, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Autodesk 3ds max 2013 essentials [[electronic resource] /] / Randi L. Derakhshani, Dariush Derakhshani
Autodesk 3ds max 2013 essentials [[electronic resource] /] / Randi L. Derakhshani, Dariush Derakhshani
Autore Derakhshani Randi
Edizione [1st ed.]
Pubbl/distr/stampa Indianapolis, Ind., : John Wiley & Sons, 2012
Descrizione fisica 1 online resource (402 p.)
Disciplina 006.6/96
006.693
006.696
Altri autori (Persone) DerakhshaniDariush
Collana Serious skills
Soggetto topico Computer graphics
ISBN 1-118-23848-6
1-280-64660-8
9786613632630
1-118-22500-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Autodesk 3ds Max 2013 Essentials; Acknowledgments; About the Authors; Contents; Introduction; Chapter 1: The 3ds Max Interface; The Workspace; Transforming Objects Using Gizmos; Graphite Modeling Tools Ribbon; Command Panel; Time Slider and Track Bar; File Management; Chapter 2: Your First 3ds Max Project; Starting to Model a Chest of Drawers; Modeling the Top; I Can See Your Drawers; Modeling the Bottom; Creating the Knobs; Chapter 3: Modeling in 3ds Max: Architectural Model Part I; Units Setup; Importing a CAD Drawing; Creating the Walls; Creating the Doors; Creating the Window
Adding a Floor and CeilingCreating Baseboard Moldings; Chapter 4: Modeling in 3ds Max: Architectural Model Part II; Modeling the Couch; Modeling the Chair; Chapter 5: Animating a Bouncing Ball; Animating the Ball; Refining the Animation; Chapter 6: Animating a Thrown Knife; Anticipation and Momentum in Knife Throwing; Chapter 7: Character Poly Modeling: Part I; Setting Up the Scene; Creating the Soldier; Chapter 8: Character Poly Modeling: Part II; Completing the Main Body; Creating the Accessories; Putting on the Boots; Creating the Hands; Chapter 9: Character Poly Modeling: Part III
Creating the HeadMerging and Attaching the Head's Accessories; Chapter 10: Introduction to Materials: Interiors and Furniture; The Slate Material Editor; Material Types; mental ray Material Types; Shaders; Mapping the Couch and Chair; Mapping the Window and Doors; Chapter 11: Textures and UV Workflow: The Soldier; Mapping the Soldier; UV Unwrapping; Seaming the Rest of the Body; Applying the Color Map; Applying the Bump Map; Applying the Specular Map; Chapter 12: Character Studio: Rigging; Character Studio Workflow; Associating a Biped with the Soldier Model
Chapter 13: Character Studio: AnimationCharacter Animation; Animating the Soldier; Using Inverse Kinematics; Chapter 14: Introduction to Lighting: Interior Lighting; Three-Point Lighting; 3ds Max Lights; Standard Lights; Lighting a Still Life in the Interior Space; Selecting a Shadow Type; Atmospheres and Effects; Light Lister; Chapter 15: 3ds Max Rendering; Rendering Setup; Cameras; Safe Frame; Raytraced Reflections and Refractions; Rendering the Interior and Furniture; Chapter 16: mental ray and HDRI; mental ray Renderer; Final Gather with mental ray; HDRI; Index
Record Nr. UNINA-9910790276803321
Derakhshani Randi  
Indianapolis, Ind., : John Wiley & Sons, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui