Mastering Autodesk Maya 2016 / / Todd Palamar |
Autore | Palamar Todd |
Pubbl/distr/stampa | Indianapolis, Indiana : , : John Wiley & Sons, Inc., , 2015 |
Descrizione fisica | 1 online resource (867 p.) |
Disciplina | 006.696 |
Soggetto topico |
Computer animation
Computer graphics Three-dimensional display systems |
ISBN |
1-119-05985-2
1-119-05970-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Working in Autodesk Maya --Introduction to Animation-- Hard surface modeling -- Organic Modeling -- Rigging and Muscle Systems -- Animation techniques -- Lighting with mental ray -- Mental ray shading techniques -- Texture mapping -- Paint effects --Rendering for composting -- Introducing nParticles -- Dynamic effects -- Hair and clothing -- Maya fluids -- Scene management and virtual filmmaking -- Bottom line -- Autodesk Maya 2016 certification. |
Record Nr. | UNINA-9910797488903321 |
Palamar Todd | ||
Indianapolis, Indiana : , : John Wiley & Sons, Inc., , 2015 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Mastering Autodesk Maya 2016 / / Todd Palamar |
Autore | Palamar Todd |
Pubbl/distr/stampa | Indianapolis, Indiana : , : John Wiley & Sons, Inc., , 2015 |
Descrizione fisica | 1 online resource (867 p.) |
Disciplina | 006.696 |
Soggetto topico |
Computer animation
Computer graphics Three-dimensional display systems |
ISBN |
1-119-05985-2
1-119-05970-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Working in Autodesk Maya --Introduction to Animation-- Hard surface modeling -- Organic Modeling -- Rigging and Muscle Systems -- Animation techniques -- Lighting with mental ray -- Mental ray shading techniques -- Texture mapping -- Paint effects --Rendering for composting -- Introducing nParticles -- Dynamic effects -- Hair and clothing -- Maya fluids -- Scene management and virtual filmmaking -- Bottom line -- Autodesk Maya 2016 certification. |
Record Nr. | UNINA-9910828379503321 |
Palamar Todd | ||
Indianapolis, Indiana : , : John Wiley & Sons, Inc., , 2015 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Mastering Blender [[electronic resource] /] / Tony Mullen |
Autore | Mullen Tony |
Edizione | [2nd ed.] |
Pubbl/distr/stampa | Indianapolis, Ind., : John Wiley & Sons, Inc., 2013 |
Descrizione fisica | 1 online resource (722 p.) |
Disciplina | 006.6930285536 |
Collana | Sybex serious skills Mastering Blender |
Soggetto topico |
Libros electrónicos
Gráficos por computadora Animación por computadora Computer graphics Computer animation Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
1-118-33056-0
1-283-73562-8 1-118-33339-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | pt. I. Fundamentals of Blender 3D -- pt. II. Physics and simulations -- pt. III. Video post-production in Blender -- pt. IV. Blender-Python -- pt. V. Mastering the Blender game engine. |
Record Nr. | UNINA-9910461785303321 |
Mullen Tony | ||
Indianapolis, Ind., : John Wiley & Sons, Inc., 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Mastering Blender [[electronic resource] /] / Tony Mullen |
Autore | Mullen Tony |
Edizione | [2nd ed.] |
Pubbl/distr/stampa | Indianapolis, Ind., : John Wiley & Sons, Inc., 2013 |
Descrizione fisica | 1 online resource (722 p.) |
Disciplina | 006.6930285536 |
Collana | Sybex serious skills Mastering Blender |
Soggetto topico |
Libros electrónicos
Gráficos por computadora Animación por computadora Computer graphics Computer animation Three-dimensional display systems |
ISBN |
1-118-33056-0
1-283-73562-8 1-118-33339-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | pt. I. Fundamentals of Blender 3D -- pt. II. Physics and simulations -- pt. III. Video post-production in Blender -- pt. IV. Blender-Python -- pt. V. Mastering the Blender game engine. |
Record Nr. | UNINA-9910785925403321 |
Mullen Tony | ||
Indianapolis, Ind., : John Wiley & Sons, Inc., 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Mastering Blender [[electronic resource] /] / Tony Mullen |
Autore | Mullen Tony |
Edizione | [2nd ed.] |
Pubbl/distr/stampa | Indianapolis, Ind., : John Wiley & Sons, Inc., 2013 |
Descrizione fisica | 1 online resource (722 p.) |
Disciplina | 006.6930285536 |
Collana | Sybex serious skills Mastering Blender |
Soggetto topico |
Libros electrónicos
Gráficos por computadora Animación por computadora Computer graphics Computer animation Three-dimensional display systems |
ISBN |
1-118-33056-0
1-283-73562-8 1-118-33339-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | pt. I. Fundamentals of Blender 3D -- pt. II. Physics and simulations -- pt. III. Video post-production in Blender -- pt. IV. Blender-Python -- pt. V. Mastering the Blender game engine. |
Record Nr. | UNINA-9910813671603321 |
Mullen Tony | ||
Indianapolis, Ind., : John Wiley & Sons, Inc., 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Mastering Blender [[electronic resource] /] / Tony Mullen |
Autore | Mullen Tony <1971-> |
Edizione | [1st edition] |
Pubbl/distr/stampa | Indianapolis, Ind., : Wiley Pub., 2009 |
Descrizione fisica | 1 online resource (475 p.) |
Disciplina | 006.6/930285536 |
Collana | Serious skills |
Soggetto topico |
Computer graphics
Computer animation Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
1-282-54994-4
9786612549946 0-470-49684-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Mastering Blender; About the Author; Contents at a Glance; Contents; Introduction; Who Should Read This Book; The Mastering Series; How This Book Is Organized; What's on the CD; How to Contact the Author; Part I: Mastering Blender 3D; Chapter 1: Controlling Your Environment; Getting Your Way with Blender; Improving Your Workflow; Keeping Up with the Blender Interface; The Bottom Line; Chapter 2: Sculpting and Retopo Workflow; Sculpting with Blender; Using the Retopo Tool; Normal Map Baking; The Bottom Line; Chapter 3: Creating Realistic Images with UV Textures and Node-Based Materials
Creating UV Textures with Blender and GIMPSmoothing the Seams with Texture Baking; Achieving Realism with Material Nodes; The Bottom Line; Chapter 4: Video Compositing with Nodes; Pulling a Green Screen Matte with Nodes; Garbage Matting; Spill Correction and Cleaning Up; The Bottom Line; Chapter 5: Working with the Video Sequence Editor; Working with the Video Sequence Editor; Adding Transitions and Compositing in the VSE; Working with Blender Scenes in the VSE; The Bottom Line; Part II: Mastering Blender Python; Chapter 6: Python for the Impatient; Introducing Python Understanding the Python Development EnvironmentUnderstanding Python Syntax; The Bottom Line; Chapter 7: Python Scripting for Blender; Editing and Running Scripts in Blender; Introducing the Blender-Python API; Creating an Interactive Script; The Bottom Line; Chapter 8: The Many-Headed Snake: Other Uses of Python in Blender; Extend Blender Functionality with Python; Working with PyDrivers; Using PyNodes; Working with PyConstraints; Using Script Links and Space Handlers; The Bottom Line; Part III: Mastering the Blender Game Engine; Chapter 9: Creating Assets for the Blender Game Engine Creating Content for the Game EngineSetting Up the World; Getting More Familiar with the BGE Environment; The Bottom Line; Chapter 10: Making Things Happen in the Game Engine; Working with Logic Blocks; Using Properties, Messages, and States; Creating Special Effects with Textures; Working with Sound in the BGE; The Bottom Line; Chapter 11: Python Power in the Blender Game Engine; From Logic Blocks to Python; Python Power for the BGE; Further Resources; The Bottom Line; Appendix A: Solutions; Chapter 1: Controlling Your Environment; Chapter 2: Sculpting and Retopo Workflow Chapter 3: Creating Realistic Images with UV Textures and Node-Based MaterialsChapter 4: Video Compositing with Nodes; Chapter 5: Working with the Video Sequence Editor; Chapter 6: Python for the Impatient; Chapter 7: Python Scripting for Blender; Chapter 8: The Many-Headed Snake: Other Uses of Python in Blender; Chapter 9: Creating Assets for the Blender Game Engine; Chapter 10: Making Things Happen in the Game Engine; Chapter 11: Python Power in the Blender Game Engine; Appendix B: Blender-Python API Module and Class Hierarchies; Module Hierarchy; Class Hierarchy Appendix C: The Evolution of Blender's User Interface |
Record Nr. | UNINA-9910459524103321 |
Mullen Tony <1971-> | ||
Indianapolis, Ind., : Wiley Pub., 2009 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Mastering Blender [[electronic resource] /] / Tony Mullen |
Autore | Mullen Tony <1971-> |
Edizione | [1st edition] |
Pubbl/distr/stampa | Indianapolis, Ind., : Wiley Pub., 2009 |
Descrizione fisica | 1 online resource (475 p.) |
Disciplina | 006.6/930285536 |
Collana | Serious skills |
Soggetto topico |
Computer graphics
Computer animation Three-dimensional display systems |
ISBN |
1-282-54994-4
9786612549946 0-470-49684-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Mastering Blender; About the Author; Contents at a Glance; Contents; Introduction; Who Should Read This Book; The Mastering Series; How This Book Is Organized; What's on the CD; How to Contact the Author; Part I: Mastering Blender 3D; Chapter 1: Controlling Your Environment; Getting Your Way with Blender; Improving Your Workflow; Keeping Up with the Blender Interface; The Bottom Line; Chapter 2: Sculpting and Retopo Workflow; Sculpting with Blender; Using the Retopo Tool; Normal Map Baking; The Bottom Line; Chapter 3: Creating Realistic Images with UV Textures and Node-Based Materials
Creating UV Textures with Blender and GIMPSmoothing the Seams with Texture Baking; Achieving Realism with Material Nodes; The Bottom Line; Chapter 4: Video Compositing with Nodes; Pulling a Green Screen Matte with Nodes; Garbage Matting; Spill Correction and Cleaning Up; The Bottom Line; Chapter 5: Working with the Video Sequence Editor; Working with the Video Sequence Editor; Adding Transitions and Compositing in the VSE; Working with Blender Scenes in the VSE; The Bottom Line; Part II: Mastering Blender Python; Chapter 6: Python for the Impatient; Introducing Python Understanding the Python Development EnvironmentUnderstanding Python Syntax; The Bottom Line; Chapter 7: Python Scripting for Blender; Editing and Running Scripts in Blender; Introducing the Blender-Python API; Creating an Interactive Script; The Bottom Line; Chapter 8: The Many-Headed Snake: Other Uses of Python in Blender; Extend Blender Functionality with Python; Working with PyDrivers; Using PyNodes; Working with PyConstraints; Using Script Links and Space Handlers; The Bottom Line; Part III: Mastering the Blender Game Engine; Chapter 9: Creating Assets for the Blender Game Engine Creating Content for the Game EngineSetting Up the World; Getting More Familiar with the BGE Environment; The Bottom Line; Chapter 10: Making Things Happen in the Game Engine; Working with Logic Blocks; Using Properties, Messages, and States; Creating Special Effects with Textures; Working with Sound in the BGE; The Bottom Line; Chapter 11: Python Power in the Blender Game Engine; From Logic Blocks to Python; Python Power for the BGE; Further Resources; The Bottom Line; Appendix A: Solutions; Chapter 1: Controlling Your Environment; Chapter 2: Sculpting and Retopo Workflow Chapter 3: Creating Realistic Images with UV Textures and Node-Based MaterialsChapter 4: Video Compositing with Nodes; Chapter 5: Working with the Video Sequence Editor; Chapter 6: Python for the Impatient; Chapter 7: Python Scripting for Blender; Chapter 8: The Many-Headed Snake: Other Uses of Python in Blender; Chapter 9: Creating Assets for the Blender Game Engine; Chapter 10: Making Things Happen in the Game Engine; Chapter 11: Python Power in the Blender Game Engine; Appendix B: Blender-Python API Module and Class Hierarchies; Module Hierarchy; Class Hierarchy Appendix C: The Evolution of Blender's User Interface |
Record Nr. | UNINA-9910792353403321 |
Mullen Tony <1971-> | ||
Indianapolis, Ind., : Wiley Pub., 2009 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Mastering Blender [[electronic resource] /] / Tony Mullen |
Autore | Mullen Tony <1971-> |
Edizione | [1st edition] |
Pubbl/distr/stampa | Indianapolis, Ind., : Wiley Pub., 2009 |
Descrizione fisica | 1 online resource (475 p.) |
Disciplina | 006.6/930285536 |
Collana | Serious skills |
Soggetto topico |
Computer graphics
Computer animation Three-dimensional display systems |
ISBN |
1-282-54994-4
9786612549946 0-470-49684-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Mastering Blender; About the Author; Contents at a Glance; Contents; Introduction; Who Should Read This Book; The Mastering Series; How This Book Is Organized; What's on the CD; How to Contact the Author; Part I: Mastering Blender 3D; Chapter 1: Controlling Your Environment; Getting Your Way with Blender; Improving Your Workflow; Keeping Up with the Blender Interface; The Bottom Line; Chapter 2: Sculpting and Retopo Workflow; Sculpting with Blender; Using the Retopo Tool; Normal Map Baking; The Bottom Line; Chapter 3: Creating Realistic Images with UV Textures and Node-Based Materials
Creating UV Textures with Blender and GIMPSmoothing the Seams with Texture Baking; Achieving Realism with Material Nodes; The Bottom Line; Chapter 4: Video Compositing with Nodes; Pulling a Green Screen Matte with Nodes; Garbage Matting; Spill Correction and Cleaning Up; The Bottom Line; Chapter 5: Working with the Video Sequence Editor; Working with the Video Sequence Editor; Adding Transitions and Compositing in the VSE; Working with Blender Scenes in the VSE; The Bottom Line; Part II: Mastering Blender Python; Chapter 6: Python for the Impatient; Introducing Python Understanding the Python Development EnvironmentUnderstanding Python Syntax; The Bottom Line; Chapter 7: Python Scripting for Blender; Editing and Running Scripts in Blender; Introducing the Blender-Python API; Creating an Interactive Script; The Bottom Line; Chapter 8: The Many-Headed Snake: Other Uses of Python in Blender; Extend Blender Functionality with Python; Working with PyDrivers; Using PyNodes; Working with PyConstraints; Using Script Links and Space Handlers; The Bottom Line; Part III: Mastering the Blender Game Engine; Chapter 9: Creating Assets for the Blender Game Engine Creating Content for the Game EngineSetting Up the World; Getting More Familiar with the BGE Environment; The Bottom Line; Chapter 10: Making Things Happen in the Game Engine; Working with Logic Blocks; Using Properties, Messages, and States; Creating Special Effects with Textures; Working with Sound in the BGE; The Bottom Line; Chapter 11: Python Power in the Blender Game Engine; From Logic Blocks to Python; Python Power for the BGE; Further Resources; The Bottom Line; Appendix A: Solutions; Chapter 1: Controlling Your Environment; Chapter 2: Sculpting and Retopo Workflow Chapter 3: Creating Realistic Images with UV Textures and Node-Based MaterialsChapter 4: Video Compositing with Nodes; Chapter 5: Working with the Video Sequence Editor; Chapter 6: Python for the Impatient; Chapter 7: Python Scripting for Blender; Chapter 8: The Many-Headed Snake: Other Uses of Python in Blender; Chapter 9: Creating Assets for the Blender Game Engine; Chapter 10: Making Things Happen in the Game Engine; Chapter 11: Python Power in the Blender Game Engine; Appendix B: Blender-Python API Module and Class Hierarchies; Module Hierarchy; Class Hierarchy Appendix C: The Evolution of Blender's User Interface |
Record Nr. | UNINA-9910809191703321 |
Mullen Tony <1971-> | ||
Indianapolis, Ind., : Wiley Pub., 2009 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Mastering Mental ray [[electronic resource] ] : rendering techniques for 3D & CAD professionals / / Jennifer O'Connor |
Autore | O'Connor Jennifer <1962-> |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Indianapolis, Ind., : Wiley, c2010 |
Descrizione fisica | 1 online resource (371 p.) |
Disciplina | 620/.00420285536 |
Collana | Sybex serious skills Mastering mental ray |
Soggetto topico |
Computer-aided design
Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
1-282-68760-3
9786612687600 0-470-64445-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Mastering mental ray®: Rendering Techniques for 3D & CAD Professionals; About the Author; Contents at a Glance; Contents; Introduction; Chapter 1: mental ray Essentials; Chapter 2: Materials and Maps; Chapter 3: Light, Shadow, and Exposure Control; Chapter 4: Rendering; Chapter 5: Indirect Illumination and Final Gather; Chapter 6: Global Illumination and Caustics; Chapter 7: Importons and Irradiance Particles; Chapter 8: Effects; Chapter 9: mental ray for Architecture; Chapter 10: mental ray for Design; Appendix A: The Bottom Line; Appendix B: About the Companion DVD; Index |
Record Nr. | UNINA-9910459338003321 |
O'Connor Jennifer <1962-> | ||
Indianapolis, Ind., : Wiley, c2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Mastering Mental ray [[electronic resource] ] : rendering techniques for 3D & CAD professionals / / Jennifer O'Connor |
Autore | O'Connor Jennifer <1962-> |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Indianapolis, Ind., : Wiley, c2010 |
Descrizione fisica | 1 online resource (371 p.) |
Disciplina | 620/.00420285536 |
Collana | Sybex serious skills Mastering mental ray |
Soggetto topico |
Computer-aided design
Three-dimensional display systems |
ISBN |
0-470-64447-8
1-282-68760-3 9786612687600 0-470-64445-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Mastering mental ray®: Rendering Techniques for 3D & CAD Professionals; About the Author; Contents at a Glance; Contents; Introduction; Chapter 1: mental ray Essentials; Chapter 2: Materials and Maps; Chapter 3: Light, Shadow, and Exposure Control; Chapter 4: Rendering; Chapter 5: Indirect Illumination and Final Gather; Chapter 6: Global Illumination and Caustics; Chapter 7: Importons and Irradiance Particles; Chapter 8: Effects; Chapter 9: mental ray for Architecture; Chapter 10: mental ray for Design; Appendix A: The Bottom Line; Appendix B: About the Companion DVD; Index |
Record Nr. | UNINA-9910792587903321 |
O'Connor Jennifer <1962-> | ||
Indianapolis, Ind., : Wiley, c2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|