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Showing posts from September, 2019

FStorm Render. Render environment with clouds and atmosphere in 3ds Max tutorial.

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Creation of frozen mountains. The final part.           In this part we will talk about how: - convert vdb to geometry by using V-Ray Volume Grid - customize cloud material - make clouds more realistic - make high-quality render volume scatter effects - fight with volume scatter bugs by using ray threshold. - render different lighting and atmosphere with clouds in FStorm            

Creating clouds in Teya Conceptor and Houdini. Export Vdb to 3ds max

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Creation of frozen mountains. Part 3          In this part we will talk about how to: - create stylized clouds in Teya Conceptor - convert them to realistic ones inside Houdini - export them to Vdb format - import vbd into 3ds Max using VrayVolumeGrid     More tutorials with Teya Conceptor  → http://bit.ly/2lWbM2V

Quixel mixer landscape texturing tutorial. Render in 3ds Max and FStorm

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Creating a frozen mountains. Part 2.          In this part we will talk:  - about how to create material in Quixel Mixer, which includes different textures assigned by masks. - How to export all this material to Quixel Bridge and import into 3ds Max. - about how to render the landscape in FStorm and create a basic atmosphere, about which we will continue to talk in the 3rd part.

World Creator 2 tutorial. Frozen Terrain generation and texturing.

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Creating a frozen mountains. Part 1.          In this part we will talk:  - About how to simply create a landscape by using a different filters in World Creator 2. - How to assign the textures and create masks for future use in Quixel Mixer. More tutorials with World Creator 2  → http://bit.ly/2lK3MSx