Here’s how I render fumefx for compositing in adobe after effects! If you have any questions be sure to hit us up with the links below! Website! http://sokrispymedia.com Facebook! http://facebook.com/sokrispymediapage Instagram! http://instagram.com/sokrispymedia Twitter! http://twitter.com/sokrispymedia
In this tutorial which is a part of " The Ultimate Introduction to V-Ray for 3ds Max " course , we learn how to use V-Ray skin material and after understanding the basics, we create a realistic skin shader.
A very simple run through of how to recombine vray passes in comp to allow lots of tweaking to be done in 2d. There’s a few things skipped in this guide such as premult / unpremult but hopefully it’s a useful starter guide for some!
Here is the tutorial how to Change Reflection map in Post production. I design some passes in Maya mental ray and for post production I used Nuke. It is very helpful specially when you create your Modeling demoreel and after render you feel that environment reflection not looks great. BG sound: bensound.com
Make sure to sign up to my newsletter on pixelophy.com I won’t bombard you with things but I’ll def try my best to share a blend of illuminating info, free tutorials and other assets. To download the Maya scene with the shaders and the lighting setup please follow this link: http://www.pixelophy.com/2014/08/realistic-soft-cloth-shader-tutorial/ In this tutorial I […]
This video covers setting up and rendering a simple scene using the new V-Ray plugin for Nuke. This exciting new plugin gives you the ability to generate realistic reflections, refractions, subsurface scattering and image-based lighting directly in Nuke. For an in-depth tutorial on the content discussed in this video, please see our V-Ray for NUKE […]
A quick walkthrough showing a way of using Topology Vertex Maps to get some nice worn edge effects. This just uses yellow/blue for clarity, ideally you’d have a sub material and a coat material, and use the vertex map to mask the top layer and reveal the bottom layer. Meshes need to be fairly dense […]