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Introducing Maya 5 : 3D for beginners / / Dariush Derakhshani
Introducing Maya 5 : 3D for beginners / / Dariush Derakhshani
Autore Derakhshani Dariush
Edizione [1st ed.]
Pubbl/distr/stampa San Francisco : , : Maya Press : , : Sybex, , 2003
Descrizione fisica 1 online resource (360 pages) : illustrations (some color)
Disciplina 006.6/96
Soggetto topico Computer animation
Three-dimensional display systems
ISBN 1-280-64977-1
9786610649778
0-470-11322-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introducing Maya 5: 3D for Beginners; Acknowledgments; About the Author; Foreword; Contents at a Glance; Contents; Chapter 1: Introduction to Computer Graphics and 3D; Embrace the Art; What Is CG?; The Stages of Production; The CG Production Workflow; Core Concepts; Summary; Chapter 2: The Maya Interface; Navigating in Maya; A Screen Roadmap; Panels and Frequently Used Windows; Maya Object Structure; Summary; Chapter 3: Your First Maya Animation; Project Overview: The Solar System; The Preproduction Process: Planning; Creating a Project
The Production Process: Creating and Animating the Objects; Using the Outliner; Correcting Hierarchy Problems using the Outliner; Summary; Chapter 4: Modeling with NURBS; Planning Your Model; Modeling with NURBS; Creating an Axe Using NURBS; Editing NURBS Surfaces; Using Artisan to Sculpt NURBS; Modeling Suggestions; Summary; Chapter 5: Modeling with Polygons; Polygon Basics; Converting NURBS to Polygons; Poly Editing Tools; Putting the Tools to Use: Making a Simple Hand; Creating Areas of Detail on a Poly Mesh (Surface); The Sculpt Polygons Tool; Modeling Complex Objects: The Polygon Catapult
Suggestions for Modeling Polygons; Summary; Chapter 6: Further Modeling Topics; Modeling with Deformers: The Lattice; Subdivision Surfaces; Creating a Starfish; Building a Teakettle; Summary; Chapter 7: Maya Shading and Texturing; Shader Types; Shader Attributes; Texturing the Axe; Textures and Surfaces; Summary; Chapter 8: Introduction to Animation; Keyframe Animation-Bouncing a Ball; Throwing an Axe; Object Replacement; Animating the Catapult; Summary; Chapter 9: Further Animation Topics; Skeletons and Kinematics; Skeletons: The Hand; Inverse Kinematics; Basic Relationships: Constraints
Basic Relationships: Set Driven Keys; Summary; Chapter 10: Maya Lighting; Basic Lighting Concepts; Maya Lights; Adding Shadows; Lighting Effects; Tips for Using and Animating Lights; Summary; Chapter 11: Maya Rendering; The Rendering Setup; Previewing Your Render: The Render View Window; Reflections and Refractions; Using Cameras; Motion Blur; Batch Rendering; Rendering the Wine Bottle; Summary; Chapter 12: Maya Dynamics; An Overview of Dynamics; Rigid and Soft Dynamic Bodies; Animating with Dynamics: The Pool Table; Particle Dynamics; Creating Particles; Animating a Particle Effect: Steam
Introduction to Paint Effects; Summary; Where Do You Go from Here?; Index; Gallery
Record Nr. UNINA-9910827597103321
Derakhshani Dariush  
San Francisco : , : Maya Press : , : Sybex, , 2003
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Introducing Maya 6 [[electronic resource] ] : 3d for beginners / / Dariush Derakhshani
Introducing Maya 6 [[electronic resource] ] : 3d for beginners / / Dariush Derakhshani
Autore Derakhshani Dariush
Pubbl/distr/stampa San Francisco, : Maya Press, : Sybex, c2004
Descrizione fisica 1 online resource (390 p.)
Disciplina 006.6/96
Soggetto topico Computer animation
Three-dimensional display systems
Soggetto genere / forma Electronic books.
ISBN 1-280-64978-X
9786610649785
0-470-11323-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introducing Maya 6: 3D for Beginners; Acknowledgments; About the Author; Foreword; Contents at a Glance; Contents; Introduction; What You Will Learn from This Book; Who Should Read This Book; How to Use This Book; How This Book Is Organized; Hardware and Software Considerations; The Book's CD; Contact the Author; Chapter 1: Introduction to Computer Graphics and 3D; Embrace the Art; CG; The Stages of Production; The CG Production Workflow; Core Concepts; Basic Film Concepts; Summary; Chapter 2: The Maya Interface; Navigating in Maya; A Screen Roadmap; Panels and Frequently Used Windows
Maya Object Structure Summary; Chapter 3: Your First Maya Animation; Project Overview: The Solar System; The Preproduction Process: Planning; Creating a Project; The Production Process: Creating and Animating the Objects; Using the Outliner; Summary; Chapter 4: Modeling with NURBS; Planning Your Model; Modeling with NURBS; Creating an Axe Using NURBS; Editing NURBS Surfaces; Using Artisan to Sculpt NURBS; Modeling Suggestions; Summary; Chapter 5: Modeling with Polygons; Polygon Basics; Converting NURBS to Polygons; Poly Editing Tools; Putting the Tools to Use: Making a Simple Hand
Creating Areas of Detail on a Poly Mesh ( Surface)The Sculpt Polygons Tool; Modeling Complex Objects: The Polygon Catapult; Suggestions for Modeling Polygons; Summary; Chapter 6: Further Modeling Topics; Modeling with Deformers: The Lattice; Subdivision Surfaces; Creating a Starfish; Building a Teakettle; Summary; Chapter 7: Maya Shading and Texturing; Shader Types; Shader Attributes; Texturing the Axe; Textures and Surfaces; UVs, Polygons, and Images: Color My Pear; Summary; Chapter 8: Introduction to Animation; Keyframe Animation-Bouncing a Ball; Throwing an Axe; Object Replacement
Animating the Catapult Summary; Chapter 9: Further Animation Practices; Skeletons and Kinematics; Skeletons: The Hand; Inverse Kinematics; Basic Relationships: Constraints; Basic Relationships: Set Driven Keys; Summary; Chapter 10: Maya Lighting; Basic Lighting Concepts; Maya Lights; Adding Shadows; Lighting Effects; Tips for Using and Animating Lights; Summary; Chapter 11: Maya Rendering; The Rendering Setup; Previewing Your Render: The Render View Window; Reflections and Refractions; Using Cameras; Motion Blur; Batch Rendering; Rendering the Wine Bottle; Summary; Chapter 12: Maya Dynamics
An Overview of Dynamics Rigid and Soft Dynamic Bodies; Animating with Dynamics: The Pool Table; Particle Dynamics; Emitting Particles; Animating a Particle Effect: Steam; Introduction to Paint Effects; Summary; Where Do You Go from Here?; Index; Beginners' Gallery
Record Nr. UNINA-9910457604003321
Derakhshani Dariush  
San Francisco, : Maya Press, : Sybex, c2004
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Introducing Maya 6 [[electronic resource] ] : 3d for beginners / / Dariush Derakhshani
Introducing Maya 6 [[electronic resource] ] : 3d for beginners / / Dariush Derakhshani
Autore Derakhshani Dariush
Pubbl/distr/stampa San Francisco, : Maya Press, : Sybex, c2004
Descrizione fisica 1 online resource (390 p.)
Disciplina 006.6/96
Soggetto topico Computer animation
Three-dimensional display systems
ISBN 1-280-64978-X
9786610649785
0-470-11323-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introducing Maya 6: 3D for Beginners; Acknowledgments; About the Author; Foreword; Contents at a Glance; Contents; Introduction; What You Will Learn from This Book; Who Should Read This Book; How to Use This Book; How This Book Is Organized; Hardware and Software Considerations; The Book's CD; Contact the Author; Chapter 1: Introduction to Computer Graphics and 3D; Embrace the Art; CG; The Stages of Production; The CG Production Workflow; Core Concepts; Basic Film Concepts; Summary; Chapter 2: The Maya Interface; Navigating in Maya; A Screen Roadmap; Panels and Frequently Used Windows
Maya Object Structure Summary; Chapter 3: Your First Maya Animation; Project Overview: The Solar System; The Preproduction Process: Planning; Creating a Project; The Production Process: Creating and Animating the Objects; Using the Outliner; Summary; Chapter 4: Modeling with NURBS; Planning Your Model; Modeling with NURBS; Creating an Axe Using NURBS; Editing NURBS Surfaces; Using Artisan to Sculpt NURBS; Modeling Suggestions; Summary; Chapter 5: Modeling with Polygons; Polygon Basics; Converting NURBS to Polygons; Poly Editing Tools; Putting the Tools to Use: Making a Simple Hand
Creating Areas of Detail on a Poly Mesh ( Surface)The Sculpt Polygons Tool; Modeling Complex Objects: The Polygon Catapult; Suggestions for Modeling Polygons; Summary; Chapter 6: Further Modeling Topics; Modeling with Deformers: The Lattice; Subdivision Surfaces; Creating a Starfish; Building a Teakettle; Summary; Chapter 7: Maya Shading and Texturing; Shader Types; Shader Attributes; Texturing the Axe; Textures and Surfaces; UVs, Polygons, and Images: Color My Pear; Summary; Chapter 8: Introduction to Animation; Keyframe Animation-Bouncing a Ball; Throwing an Axe; Object Replacement
Animating the Catapult Summary; Chapter 9: Further Animation Practices; Skeletons and Kinematics; Skeletons: The Hand; Inverse Kinematics; Basic Relationships: Constraints; Basic Relationships: Set Driven Keys; Summary; Chapter 10: Maya Lighting; Basic Lighting Concepts; Maya Lights; Adding Shadows; Lighting Effects; Tips for Using and Animating Lights; Summary; Chapter 11: Maya Rendering; The Rendering Setup; Previewing Your Render: The Render View Window; Reflections and Refractions; Using Cameras; Motion Blur; Batch Rendering; Rendering the Wine Bottle; Summary; Chapter 12: Maya Dynamics
An Overview of Dynamics Rigid and Soft Dynamic Bodies; Animating with Dynamics: The Pool Table; Particle Dynamics; Emitting Particles; Animating a Particle Effect: Steam; Introduction to Paint Effects; Summary; Where Do You Go from Here?; Index; Beginners' Gallery
Record Nr. UNINA-9910784477803321
Derakhshani Dariush  
San Francisco, : Maya Press, : Sybex, c2004
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Introducing Maya 6 [[electronic resource] ] : 3d for beginners / / Dariush Derakhshani
Introducing Maya 6 [[electronic resource] ] : 3d for beginners / / Dariush Derakhshani
Autore Derakhshani Dariush
Edizione [1st ed.]
Pubbl/distr/stampa San Francisco, : Maya Press, : Sybex, c2004
Descrizione fisica 1 online resource (390 p.)
Disciplina 006.6/96
Soggetto topico Computer animation
Three-dimensional display systems
ISBN 1-280-64978-X
9786610649785
0-470-11323-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introducing Maya 6: 3D for Beginners; Acknowledgments; About the Author; Foreword; Contents at a Glance; Contents; Introduction; What You Will Learn from This Book; Who Should Read This Book; How to Use This Book; How This Book Is Organized; Hardware and Software Considerations; The Book's CD; Contact the Author; Chapter 1: Introduction to Computer Graphics and 3D; Embrace the Art; CG; The Stages of Production; The CG Production Workflow; Core Concepts; Basic Film Concepts; Summary; Chapter 2: The Maya Interface; Navigating in Maya; A Screen Roadmap; Panels and Frequently Used Windows
Maya Object Structure Summary; Chapter 3: Your First Maya Animation; Project Overview: The Solar System; The Preproduction Process: Planning; Creating a Project; The Production Process: Creating and Animating the Objects; Using the Outliner; Summary; Chapter 4: Modeling with NURBS; Planning Your Model; Modeling with NURBS; Creating an Axe Using NURBS; Editing NURBS Surfaces; Using Artisan to Sculpt NURBS; Modeling Suggestions; Summary; Chapter 5: Modeling with Polygons; Polygon Basics; Converting NURBS to Polygons; Poly Editing Tools; Putting the Tools to Use: Making a Simple Hand
Creating Areas of Detail on a Poly Mesh ( Surface)The Sculpt Polygons Tool; Modeling Complex Objects: The Polygon Catapult; Suggestions for Modeling Polygons; Summary; Chapter 6: Further Modeling Topics; Modeling with Deformers: The Lattice; Subdivision Surfaces; Creating a Starfish; Building a Teakettle; Summary; Chapter 7: Maya Shading and Texturing; Shader Types; Shader Attributes; Texturing the Axe; Textures and Surfaces; UVs, Polygons, and Images: Color My Pear; Summary; Chapter 8: Introduction to Animation; Keyframe Animation-Bouncing a Ball; Throwing an Axe; Object Replacement
Animating the Catapult Summary; Chapter 9: Further Animation Practices; Skeletons and Kinematics; Skeletons: The Hand; Inverse Kinematics; Basic Relationships: Constraints; Basic Relationships: Set Driven Keys; Summary; Chapter 10: Maya Lighting; Basic Lighting Concepts; Maya Lights; Adding Shadows; Lighting Effects; Tips for Using and Animating Lights; Summary; Chapter 11: Maya Rendering; The Rendering Setup; Previewing Your Render: The Render View Window; Reflections and Refractions; Using Cameras; Motion Blur; Batch Rendering; Rendering the Wine Bottle; Summary; Chapter 12: Maya Dynamics
An Overview of Dynamics Rigid and Soft Dynamic Bodies; Animating with Dynamics: The Pool Table; Particle Dynamics; Emitting Particles; Animating a Particle Effect: Steam; Introduction to Paint Effects; Summary; Where Do You Go from Here?; Index; Beginners' Gallery
Record Nr. UNINA-9910812363003321
Derakhshani Dariush  
San Francisco, : Maya Press, : Sybex, c2004
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Introduction to 3D data [[electronic resource] ] : modeling with ArcGIS 3D analyst and Google earth / / K. Heather Kennedy
Introduction to 3D data [[electronic resource] ] : modeling with ArcGIS 3D analyst and Google earth / / K. Heather Kennedy
Autore Kennedy Heather
Pubbl/distr/stampa Hoboken, N.J., : John Wiley, c2009
Descrizione fisica 1 online resource (350 p.)
Disciplina 005.74/3
Soggetto topico Geographic information systems
Three-dimensional display systems
ISBN 1-283-02744-5
9786613027443
1-118-05986-7
0-470-54877-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introduction to 3D Data: Modeling with ArcGIS 3D Analyst and Google Earth; Contents; Preface; Chapter 1: Introduction to 3D Data: Modeling with ArcGIS 3D Analyst and Google Earth; Exercise 1-1: Preview Data in ArcCatalog; Exercise 1-2: Create a Layer File in ArcCatalog; Chapter 2: 3D Display in ArcScene; Exercise 2-1: Set Background Color and Illumination in ArcScene; Exercise 2-2: Set Vertical Exaggeration in ArcScene; Exercise 2-3: :Apply a Coordinate System to a Scene; Exercise 2-4: Set 3D Layer Properties for an Elevation Raster; Exercise 2-5: Set 3D Layer Properties for a Raster Image
Exercise 2-6: Set Base Heights for a 2D Vector LayerExercise 2-7: Extrude 2D Vector Features; Challenge Exercise: View Regional Park Study Data in ArcScene; Chapter 3: 3D Navigation and Animation; Exercise 3-1: Set Targets and Observers; Exercise 3-2: Animated Rotation and the Viewer Manager; Exercise 3-3: The Fly Tool; Exercise 3-4: Create 3D Animated Films; Chapter 4: ArcGlobe; Exercise 4-1: Understanding ArcGlobe; Exercise 4-2: Explore ArcGlobe's Options, Add Data, and Redefine Layer Types; Chapter 5: Google Earth; Exercise 5-1: Navigating Google Earth's Interface, and the Planet
Exercise 5-2: Create a Polygon and Edit Its Properties Through Google Earth's Form MenusExercise 5-3: Edit the Gardens Polygon Using KML; Chapter 6: Raster Surface Models; Exercise 6-1: Interpolate a Terrain Surface with Spline; Exercise 6-2: Interpolate Terrain with Inverse Distance Weighted and Natural Neighbors; Exercise 6-3: Calculate Hillshade and Aspect; Exercise 6-4: Calculate Slope; Exercise 6-5: Calculate Viewshed; Challenge Exercise: Calculate Viewshed and Slope Levels for Elk Park; Chapter 7: TIN Surface Models; Exercise 7-1: Create a TIN from Vector Features
Exercise 7-2: Add Polygon Attribute Values to a TINExercise 7-3: Change TIN Symbology and Classification; Challenge Exercise: Create a TIN of Elk Park; Chapter 8: Terrain Surface Models; Exercise 8-1: Create a Terrain Dataset; Exercise 8-2: Rasterize a Terrain Dataset and View it in ArcGlobe; Chapter 9: 3D Features and More Surface Analysis Techniques; Exercise 9-1: Convert 2D Features to 3D, and Digitize 3D Features in ArcMap; Exercise 9-2: Draw a Line of Sight and a Cross-section Profile Graph; Exercise 9-3: Calculate Surface Area and Volume on a TIN
Challenge Exercise: Create Multipatch 3D FeaturesChapter 10: SKP to Multipatch to KML: Finalize the Elk Park Project; Exercise 10-1: Convert a SketchUp File to a Multipatch Feature Class; Exercise 10-2: View the Multipatch Feature Class in ArcGlobe; Exercise 10-3: Export Layers from ArcMap to KML, and View Them in Google Earth; Challenge Exercise: Export a SketchUp Model to Google Earth; About the Tutorial Data; Index
Record Nr. UNISA-996217520403316
Kennedy Heather  
Hoboken, N.J., : John Wiley, c2009
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Introduction to 3D data : modeling with ArcGIS 3D analyst and Google earth / / K. Heather Kennedy
Introduction to 3D data : modeling with ArcGIS 3D analyst and Google earth / / K. Heather Kennedy
Autore Kennedy Heather
Edizione [1st ed.]
Pubbl/distr/stampa Hoboken, N.J., : John Wiley, c2009
Descrizione fisica 1 online resource (350 p.)
Disciplina 005.74/3
Soggetto topico Geographic information systems
Three-dimensional display systems
ISBN 1-283-02744-5
9786613027443
1-118-05986-7
0-470-54877-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introduction to 3D Data: Modeling with ArcGIS 3D Analyst and Google Earth; Contents; Preface; Chapter 1: Introduction to 3D Data: Modeling with ArcGIS 3D Analyst and Google Earth; Exercise 1-1: Preview Data in ArcCatalog; Exercise 1-2: Create a Layer File in ArcCatalog; Chapter 2: 3D Display in ArcScene; Exercise 2-1: Set Background Color and Illumination in ArcScene; Exercise 2-2: Set Vertical Exaggeration in ArcScene; Exercise 2-3: :Apply a Coordinate System to a Scene; Exercise 2-4: Set 3D Layer Properties for an Elevation Raster; Exercise 2-5: Set 3D Layer Properties for a Raster Image
Exercise 2-6: Set Base Heights for a 2D Vector LayerExercise 2-7: Extrude 2D Vector Features; Challenge Exercise: View Regional Park Study Data in ArcScene; Chapter 3: 3D Navigation and Animation; Exercise 3-1: Set Targets and Observers; Exercise 3-2: Animated Rotation and the Viewer Manager; Exercise 3-3: The Fly Tool; Exercise 3-4: Create 3D Animated Films; Chapter 4: ArcGlobe; Exercise 4-1: Understanding ArcGlobe; Exercise 4-2: Explore ArcGlobe's Options, Add Data, and Redefine Layer Types; Chapter 5: Google Earth; Exercise 5-1: Navigating Google Earth's Interface, and the Planet
Exercise 5-2: Create a Polygon and Edit Its Properties Through Google Earth's Form MenusExercise 5-3: Edit the Gardens Polygon Using KML; Chapter 6: Raster Surface Models; Exercise 6-1: Interpolate a Terrain Surface with Spline; Exercise 6-2: Interpolate Terrain with Inverse Distance Weighted and Natural Neighbors; Exercise 6-3: Calculate Hillshade and Aspect; Exercise 6-4: Calculate Slope; Exercise 6-5: Calculate Viewshed; Challenge Exercise: Calculate Viewshed and Slope Levels for Elk Park; Chapter 7: TIN Surface Models; Exercise 7-1: Create a TIN from Vector Features
Exercise 7-2: Add Polygon Attribute Values to a TINExercise 7-3: Change TIN Symbology and Classification; Challenge Exercise: Create a TIN of Elk Park; Chapter 8: Terrain Surface Models; Exercise 8-1: Create a Terrain Dataset; Exercise 8-2: Rasterize a Terrain Dataset and View it in ArcGlobe; Chapter 9: 3D Features and More Surface Analysis Techniques; Exercise 9-1: Convert 2D Features to 3D, and Digitize 3D Features in ArcMap; Exercise 9-2: Draw a Line of Sight and a Cross-section Profile Graph; Exercise 9-3: Calculate Surface Area and Volume on a TIN
Challenge Exercise: Create Multipatch 3D FeaturesChapter 10: SKP to Multipatch to KML: Finalize the Elk Park Project; Exercise 10-1: Convert a SketchUp File to a Multipatch Feature Class; Exercise 10-2: View the Multipatch Feature Class in ArcGlobe; Exercise 10-3: Export Layers from ArcMap to KML, and View Them in Google Earth; Challenge Exercise: Export a SketchUp Model to Google Earth; About the Tutorial Data; Index
Record Nr. UNINA-9910140014503321
Kennedy Heather  
Hoboken, N.J., : John Wiley, c2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Introduction to Blender 3.0 : learn organic and architectural modeling, lighting, materials, painting, rendering, and compositing with Blender / / Gianpiero Moioli
Introduction to Blender 3.0 : learn organic and architectural modeling, lighting, materials, painting, rendering, and compositing with Blender / / Gianpiero Moioli
Autore Moioli Gianpiero
Pubbl/distr/stampa New York, New York : , : Apress L. P., , [2022]
Descrizione fisica 1 online resource (477 pages)
Disciplina 006.693
Soggetto topico Three-dimensional display systems
Computer graphics
ISBN 1-4842-7954-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Table of Contents -- About the Author -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Chapter 1: Introducing Blender 3.0 -- Exploring the Main Changes in Blender 3.0 -- Left Button Selection (LBS) -- Asset Browser and Pose Library -- Workspaces -- The Blender 3.0 Toolbar (T) -- Eevee -- Cycles X -- Workbench -- Scene Collections -- Grease Pencil -- Geometry Nodes -- USD Importer -- Installing Blender 3.0 -- The Blender Foundation Website -- Installing Different Versions of Blender 3.0 -- Using the Default Interface of Blender 3.0 -- Main Areas -- Topbar, Header, Toolbar, and Status Bar -- The Topbar -- The Header of the Editor Type -- Object Interaction Mode Button -- Transformation Orientation, Transform Pivot Point, Snap and Proportional Editing -- Visualization Tools -- Tool Settings -- The Toolbar -- The Status Bar -- Introducing Editors and Views -- Editor Types -- Properties Editor -- Menus and Workspaces -- The Topbar Menu -- File -- Edit -- Render -- Window -- Help -- The 3D View Header Menu -- Pie Menus -- Workspaces -- Blender Customization -- Selecting, Navigating, and Transforming -- Navigation Techniques -- Selection Methods -- Object Selection in Object Mode -- Subobject Selection in Edit Mode -- Basic Transformations -- The Object Context Menu (RMB) -- Using New Keyboard Shortcuts -- Introducing Eevee -- Eevee, Cycles, and Cycles X -- Node-Based Materials -- Summary -- Chapter 2: Modeling Inorganic and Organic Objects in Blender -- Preparing to Start Modeling -- Digital Spaces -- Add Objects (Shift+A) -- Mesh -- Add Mesh -- Curve -- Add Curve -- Explaining Splines -- Editing a Curve -- The Toolbar -- Object Data Properties -- Surface -- Metaball -- Object Data Properties -- Text -- Object Data Properties -- Other Blender Objects -- Empty and Image -- Light -- Camera -- Understanding Mesh Modeling.
Object Mode -- Transform -- Set Origin -- Mirror -- Clear and Apply -- Snap -- Duplicate -- Link/Transfer Data -- Join -- Convert -- Show/Hide -- Delete -- Edit Mode -- Mesh Visualization -- Normals -- Normal Configuration -- Auto Smooth -- The Toolbar in Edit Mode -- Other Modeling Tools in Edit Mode -- Duplicate (Shift+D) -- Fill: Make Edge/Face (F) -- Deleting & -- Dissolving (X) -- Merge Vertices (M) -- Separate (P) -- Bridge Edges Loops -- Triangles to Quads (Alt+J) -- Add Mesh Add-Ons -- Sculpting -- Brush Settings -- Preparing the Object -- Preparing the Interface -- Sculpting Tools -- Adding Resolution -- Remesh -- Dyntopo -- Modeling with Modifiers -- Generate Modifiers -- Array -- Bevel -- Boolean -- Decimate -- Geometry Nodes -- Mirror -- Multiresolution -- Remesh -- Skin -- Solidify -- Subdivision Surface -- Deform Modifiers -- Displace -- Wave -- Exercises: The Mad Hatter's Tea Party -- Exercise 1: Modeling a Teapot -- Setting the File -- Creating the Base Shape -- Creating the Handle and Spout -- Separating the Cover -- Creating the Teapot Base -- Exercise 2: Creating a Glass -- Setting the File -- Preparing the Basic Object -- Creating the Profile and Screwing It -- Summary -- Chapter 3: Building a 3D Environment -- Modeling for Architecture -- Precision Drawing -- Importing and Exporting CAD File Formats -- CAD Drawing Tools -- FreeCAD -- QCAD -- ODA File Converter -- Blender 3.0 Measuring Tools -- Annotate -- Measure -- Measurement -- MeasureIt -- Blender 3.0 Add-ons for Architectural Modeling -- Preinstalled Add-ons -- Edit Mesh Tools -- Precision-Drawing-Tools (PDT) -- Scatter -- Tiny CAD Mesh Tools -- Bool Tool -- Sapling Tree Gen and Modular Tree -- External Add-ons -- QBlocker -- Blender GIS -- Procedural and Parametric Modeling -- Add-ons for Procedural and Parametrical Modeling -- Internal Add-ons -- Archimesh -- Tissue.
Mesh Maze -- External Add-ons -- Archipack -- Sverchok -- Sorcar -- Modeling and Importing Furniture -- Asset Libraries in Blender -- Character Modeling for Architecture -- Modeling a Character with Make Human -- Exercises: Creating an Environment -- Exercise 3: Modeling a Living Room -- Creating the Walls -- Creating the Windows -- Creating Windows -- Creating French Windows -- Importing Furniture -- Exercise 4: Populating Our Environment -- Exercise 5: Modeling a Chair -- Modeling the Chair Structure -- Modeling of the Chair Feet -- Modeling the Pillow -- Summary -- Chapter 4: Understanding Materials, Lighting, and World Settings -- Learning Nodes and Material Nodes -- PBR Materials -- The Light Ray Model -- Diffusion and Reflection -- Fresnel -- Microsurface -- PBR Textures -- Standard Textures -- PBR Textures -- Metal/Roughness vs. Specular/Glossiness -- Understanding Material Nodes -- Material Nodes -- Introducing the Editors -- Introducing the Shading Workspace -- Understanding the Material Properties Editor -- The Shader Editor and the Material Nodes -- Input Nodes -- Output Nodes -- Shader Nodes -- A Node Material -- Texture Nodes -- Color Nodes -- Vector Nodes -- Converter Nodes -- Script Node -- Group Nodes -- Layout Nodes -- The Node Wrangler Add-on -- Merge Selected Nodes -- Add Texture Setup -- Add Principled Setup -- Learning More About Textures -- Bitmap and Procedural Textures -- Open Source Image Editors: Gimp and Krita -- UV Mapping and Unwrapping -- UV Editing Workspace and UV Editor -- UV Mapping -- Magic UV Add-on -- Lights, Shadows, and Cameras -- Light Types -- Point Light -- Sun Light -- Spot Light -- Area Light -- Add Extra Lights Add-on -- Cameras -- The World Settings: Sky and Environment Texture -- Deepening HDRI Environment Maps -- The Sky Texture Node -- Sun Position -- Synchronize Sun Light with an HDRI Texture.
Synchronize Sun Light with a Sky Texture -- Exercises: Creating Materials -- Exercise 6: Creating Standard Material Nodes -- Creating Standard Textures with Gimp -- Diffuse Map -- Normal Map -- Specular Map -- Creating the Material -- Exercise 7: Creating a PBR Material -- Exercise 8: Creating Textures for PBR Materials -- Materialize -- Apply Textures to the Material -- Exercise 9: Creating a Procedural Material -- Summary -- Chapter 5: Painting -- Painting in Blender 3.0 -- Introducing Color Theory -- Understanding Color Relationships -- Value, Saturation, and Hue -- Introducing Digital Painting -- Krita -- Krita's Tools, Palettes, and Color Selectors -- Krita's Brush System -- Graphics Tablets with and Without Screens -- The Graphics Tablet with Blender -- Blender's Painting Brushes -- Brush Controls -- Painting in Blender -- Practicing Texture Paint -- Texture Paint Workspace -- Painting on an Object -- The Toolbar -- Brush Settings -- Blending Modes -- Practicing Masking -- The Paint Mask and Face Selection Masking -- Create a Stencil -- Painting with a Mask -- Learning Vertex Paint -- The Toolbar -- The 3D View Header and the Tool Settings -- Using Vertex Paint -- Getting Started with Weight Paint -- The Toolbar -- The 3D View Header and the Tool Settings -- Using Weight Paint -- Exercises: Introducing Digital Painting -- Exercise 10: Painting a Texture -- Unwrapping the Mesh -- Creating and Painting the Texture -- Exercise 11: Creating a Painted Texture -- Exercise 12: Node-Based Texture Painting -- Introducing the Add Texture Paint Slots -- Understanding Layers in Blender 3.0 -- Drawing a Bump Map Directly on the Object -- Summary -- Chapter 6: Render, Compositing, and Video Editing -- Comparing Cycles and Eevee -- Cycles and Eevee's Shared Settings -- Render Layers and Passes -- Render Layers -- Render Passes -- Rendering with Eevee.
Settings of Eevee -- Rendering with Cycles -- Setting of Cycles -- Introducing the Freestyle Render -- Using Freestyle -- The Freestyle Panel -- The Freestyle Line Set Panel -- The Strokes, Color, and Alpha Panels -- The Thickness, Geometry, and Texture Panels -- The Freestyle Modifiers -- Along Stroke -- Calligraphy -- Crease Angle -- Curvature 3D -- Distance from Camera -- Distance from Object -- Material -- Noise -- Tangent -- More on Freestyle -- Compositing -- The Compositor Workspace -- Setting the Compositor -- The Denoise Node -- Compositing Nodes -- Input Nodes -- Bokeh Image Node -- Image Node -- Mask Node -- Movie Clip Node -- Render Layers Node -- RGB Node -- Texture Node -- Time Curve Node -- Track Position Node -- Value Node -- Output Nodes -- Composite Node -- File Output Node -- Split Viewer Node -- Viewer Node -- Color Nodes -- Alpha Over Node -- Bright/Contrast Node -- Color Balance Node -- Color Correction Node -- Hue Correct Node -- Hue Saturation Value Node -- Invert Node -- Mix Node -- RGB Curves Node -- Tone Map Node -- Z Combine Node -- Converter Nodes -- Alpha Convert Node -- Color Ramp Node -- Combine and Separate Nodes -- Math Node -- RGB to BW Node -- Set Alpha Node -- Switch View Node -- Filter Nodes -- Bilateral Blur Node -- Blur Node -- Defocus Node -- Denoise Node -- Glare Node -- Pixelate Node -- Vector Blur Node -- Vector Nodes -- Map Value Node -- Normal Node -- Normalize Node -- Matte Nodes -- Channel Key Node -- Chroma Key Node -- Color Key Node -- Color Spill Node -- Cryptomatte -- Luminance Key Node -- Distort Nodes -- Crop Node -- Displace Node -- Flip Node -- Lens Distortion Node -- Rotate Node -- Scale Node -- Translate Node -- Transform Node -- Node Groups -- Make Group -- Edit Group -- Ungroup -- Appending Node Groups -- Layout Nodes -- Frame Node -- Reroute Node -- Switch Node -- Editing Videos.
The Video Editing Workspace.
Record Nr. UNINA-9910551825303321
Moioli Gianpiero  
New York, New York : , : Apress L. P., , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mastering AutoCAD Civil 3D 2008 [[electronic resource] /] / Dana Probert ... [et al.]
Mastering AutoCAD Civil 3D 2008 [[electronic resource] /] / Dana Probert ... [et al.]
Pubbl/distr/stampa Indianapolis, Ind., : Wiley Pub., c2007
Descrizione fisica 1 online resource (842 p.)
Disciplina 624.0285/536
Altri autori (Persone) ProbertDana <1976->
Soggetto topico Civil engineering - Computer programs
Surveying - Computer programs
Three-dimensional display systems
Soggetto genere / forma Electronic books.
ISBN 1-281-10022-6
9786611100223
0-470-24537-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Mastering AutoCAD Civil 3D 2008; Acknowledgments; About the Authors; Contents at a Glance; Contents; Introduction; Who Should Read This Book; The Mastering Series; What Is Covered in This Book; How to Contact the Authors; Chapter 1: Getting Dirty: The Basics of Civil 3D; Windows on the Model; It's All About Style; The Underlying Engine; The Bottom Line; Chapter 2: Lines and Curves; Label Lines and Curves; Curves; Transparent Commands; Inquiry Commands; Drawing Settings; The Bottom Line; Chapter 3: Lay of the Land: Survey; Understanding the Concepts; Databases Everywhere!; The Bottom Line
Chapter 4: X Marks the Spot: Points Anatomy of a Point; Creating Basic Points; Basic Point Editing; Changing Point Elevations; Point Styles; Point Label Styles; Point Tables; User-Defined Properties; The Bottom Line; Chapter 5: The Ground Up: Surfaces in Civil 3D; Digging In; Creating Surfaces; Refining and Editing Surfaces; Surface Styling and Analysis; Comparing Surfaces; Labeling the Surface; The Bottom Line; Chapter 6: Don't Fence Me In: Parcels; Creating and Managing Sites; Creating a Boundary Parcel; Creating a Wetlands Parcel; Creating a Right-of-Way Parcel
Creating Subdivision Lot Parcels Using Precise Sizing Tools Creating Open Space Parcels Using the Free Form Create Tool; Editing Parcels by Deleting Parcel Segments; Best Practices for Parcel Creation; Labeling Parcel Areas; Labeling Parcel Segments; The Bottom Line; Chapter 7: Laying a Path: Alignments; Alignments, Pickles, and Freedom; Creating an Alignment; Editing Alignment Geometry; Alignments As Objects; Styling Alignments; The Bottom Line; Chapter 8: Cut to the Chase: Profiles; Elevate Me; Profile Display and Stylization; The Bottom Line
Chapter 9: Slice and Dice: Profile Views in Civil 3DA Better Point of View; Editing Profile Views; The Bottom Line; Chapter 10: Templates Plus: Assemblies and Subassemblies; Subassemblies; Building Assemblies; Working with Generic Subassemblies; Working with Daylight Subassemblies; Saving Subassemblies and Assemblies for Later Use; The Bottom Line; Chapter 11: Easy Does It: Basic Corridors; Understanding Corridors; Creating a Simple Road Corridor; Corridor Anatomy; Adding a Surface Target for Daylighting; Applying a Hatch Pattern to Corridor; Creating a Corridor Surface
Performing a Volume Calculation Creating a Corridor with a Lane Widening; The Bottom Line; Chapter 12: The Road Ahead: Advanced Corridors; Getting Creative with Corridor Models; Using Alignment and Profile Targets to Model a Roadside Swale; Modeling a Peer-Road Intersection; Modeling a Cul-de-sac; Modeling a Widening with an Assembly Offset; The Bottom Line; Chapter 13: Stacking Up: Cross Sections; The Corridor; Lining Up for Samples; Creating the Views; It's a Material World; A Little More Sampling; Annotating the Sections; The Bottom Line
Chapter 14: The Tool Chest: Parts Lists and Part Builder
Record Nr. UNINA-9910458373703321
Indianapolis, Ind., : Wiley Pub., c2007
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mastering AutoCAD Civil 3D 2008 [[electronic resource] /] / Dana Probert ... [et al.]
Mastering AutoCAD Civil 3D 2008 [[electronic resource] /] / Dana Probert ... [et al.]
Pubbl/distr/stampa Indianapolis, Ind., : Wiley Pub., c2007
Descrizione fisica 1 online resource (842 p.)
Disciplina 624.0285/536
Altri autori (Persone) ProbertDana <1976->
Soggetto topico Civil engineering - Computer programs
Surveying - Computer programs
Three-dimensional display systems
ISBN 1-281-10022-6
9786611100223
0-470-24537-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Mastering AutoCAD Civil 3D 2008; Acknowledgments; About the Authors; Contents at a Glance; Contents; Introduction; Who Should Read This Book; The Mastering Series; What Is Covered in This Book; How to Contact the Authors; Chapter 1: Getting Dirty: The Basics of Civil 3D; Windows on the Model; It's All About Style; The Underlying Engine; The Bottom Line; Chapter 2: Lines and Curves; Label Lines and Curves; Curves; Transparent Commands; Inquiry Commands; Drawing Settings; The Bottom Line; Chapter 3: Lay of the Land: Survey; Understanding the Concepts; Databases Everywhere!; The Bottom Line
Chapter 4: X Marks the Spot: Points Anatomy of a Point; Creating Basic Points; Basic Point Editing; Changing Point Elevations; Point Styles; Point Label Styles; Point Tables; User-Defined Properties; The Bottom Line; Chapter 5: The Ground Up: Surfaces in Civil 3D; Digging In; Creating Surfaces; Refining and Editing Surfaces; Surface Styling and Analysis; Comparing Surfaces; Labeling the Surface; The Bottom Line; Chapter 6: Don't Fence Me In: Parcels; Creating and Managing Sites; Creating a Boundary Parcel; Creating a Wetlands Parcel; Creating a Right-of-Way Parcel
Creating Subdivision Lot Parcels Using Precise Sizing Tools Creating Open Space Parcels Using the Free Form Create Tool; Editing Parcels by Deleting Parcel Segments; Best Practices for Parcel Creation; Labeling Parcel Areas; Labeling Parcel Segments; The Bottom Line; Chapter 7: Laying a Path: Alignments; Alignments, Pickles, and Freedom; Creating an Alignment; Editing Alignment Geometry; Alignments As Objects; Styling Alignments; The Bottom Line; Chapter 8: Cut to the Chase: Profiles; Elevate Me; Profile Display and Stylization; The Bottom Line
Chapter 9: Slice and Dice: Profile Views in Civil 3DA Better Point of View; Editing Profile Views; The Bottom Line; Chapter 10: Templates Plus: Assemblies and Subassemblies; Subassemblies; Building Assemblies; Working with Generic Subassemblies; Working with Daylight Subassemblies; Saving Subassemblies and Assemblies for Later Use; The Bottom Line; Chapter 11: Easy Does It: Basic Corridors; Understanding Corridors; Creating a Simple Road Corridor; Corridor Anatomy; Adding a Surface Target for Daylighting; Applying a Hatch Pattern to Corridor; Creating a Corridor Surface
Performing a Volume Calculation Creating a Corridor with a Lane Widening; The Bottom Line; Chapter 12: The Road Ahead: Advanced Corridors; Getting Creative with Corridor Models; Using Alignment and Profile Targets to Model a Roadside Swale; Modeling a Peer-Road Intersection; Modeling a Cul-de-sac; Modeling a Widening with an Assembly Offset; The Bottom Line; Chapter 13: Stacking Up: Cross Sections; The Corridor; Lining Up for Samples; Creating the Views; It's a Material World; A Little More Sampling; Annotating the Sections; The Bottom Line
Chapter 14: The Tool Chest: Parts Lists and Part Builder
Record Nr. UNINA-9910784615203321
Indianapolis, Ind., : Wiley Pub., c2007
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mastering AutoCAD Civil 3D 2008 [[electronic resource] /] / Dana Probert ... [et al.]
Mastering AutoCAD Civil 3D 2008 [[electronic resource] /] / Dana Probert ... [et al.]
Pubbl/distr/stampa Indianapolis, Ind., : Wiley Pub., c2007
Descrizione fisica 1 online resource (842 p.)
Disciplina 624.0285/536
Altri autori (Persone) ProbertDana <1976->
Soggetto topico Civil engineering - Computer programs
Surveying - Computer programs
Three-dimensional display systems
ISBN 1-281-10022-6
9786611100223
0-470-24537-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Mastering AutoCAD Civil 3D 2008; Acknowledgments; About the Authors; Contents at a Glance; Contents; Introduction; Who Should Read This Book; The Mastering Series; What Is Covered in This Book; How to Contact the Authors; Chapter 1: Getting Dirty: The Basics of Civil 3D; Windows on the Model; It's All About Style; The Underlying Engine; The Bottom Line; Chapter 2: Lines and Curves; Label Lines and Curves; Curves; Transparent Commands; Inquiry Commands; Drawing Settings; The Bottom Line; Chapter 3: Lay of the Land: Survey; Understanding the Concepts; Databases Everywhere!; The Bottom Line
Chapter 4: X Marks the Spot: Points Anatomy of a Point; Creating Basic Points; Basic Point Editing; Changing Point Elevations; Point Styles; Point Label Styles; Point Tables; User-Defined Properties; The Bottom Line; Chapter 5: The Ground Up: Surfaces in Civil 3D; Digging In; Creating Surfaces; Refining and Editing Surfaces; Surface Styling and Analysis; Comparing Surfaces; Labeling the Surface; The Bottom Line; Chapter 6: Don't Fence Me In: Parcels; Creating and Managing Sites; Creating a Boundary Parcel; Creating a Wetlands Parcel; Creating a Right-of-Way Parcel
Creating Subdivision Lot Parcels Using Precise Sizing Tools Creating Open Space Parcels Using the Free Form Create Tool; Editing Parcels by Deleting Parcel Segments; Best Practices for Parcel Creation; Labeling Parcel Areas; Labeling Parcel Segments; The Bottom Line; Chapter 7: Laying a Path: Alignments; Alignments, Pickles, and Freedom; Creating an Alignment; Editing Alignment Geometry; Alignments As Objects; Styling Alignments; The Bottom Line; Chapter 8: Cut to the Chase: Profiles; Elevate Me; Profile Display and Stylization; The Bottom Line
Chapter 9: Slice and Dice: Profile Views in Civil 3DA Better Point of View; Editing Profile Views; The Bottom Line; Chapter 10: Templates Plus: Assemblies and Subassemblies; Subassemblies; Building Assemblies; Working with Generic Subassemblies; Working with Daylight Subassemblies; Saving Subassemblies and Assemblies for Later Use; The Bottom Line; Chapter 11: Easy Does It: Basic Corridors; Understanding Corridors; Creating a Simple Road Corridor; Corridor Anatomy; Adding a Surface Target for Daylighting; Applying a Hatch Pattern to Corridor; Creating a Corridor Surface
Performing a Volume Calculation Creating a Corridor with a Lane Widening; The Bottom Line; Chapter 12: The Road Ahead: Advanced Corridors; Getting Creative with Corridor Models; Using Alignment and Profile Targets to Model a Roadside Swale; Modeling a Peer-Road Intersection; Modeling a Cul-de-sac; Modeling a Widening with an Assembly Offset; The Bottom Line; Chapter 13: Stacking Up: Cross Sections; The Corridor; Lining Up for Samples; Creating the Views; It's a Material World; A Little More Sampling; Annotating the Sections; The Bottom Line
Chapter 14: The Tool Chest: Parts Lists and Part Builder
Record Nr. UNINA-9910810696303321
Indianapolis, Ind., : Wiley Pub., c2007
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui