Thursday, January 29, 2009

Sinhala Television movie හෙටත් අද වගේමද ?

New Sinhala Television movie..

හෙටත් අද වගේමද ?

Hetat Ada Wagemada ?



ශ්‍රීලංකාවේ ඓතිහාසික මාතර පුරවරයේ ඉතා අලංකාර ප්‍රදේශයක් මුල්කොට ගනිමින්, ඉතා සංවේදී වූ කථා වස්තුවක් පාදක කොටගත් අපේ කාළයේ අපේම කථාවක්.... පවුලේ කාටත් නැරඹිය හැකි සෑම සියළු දෙනාටම ආදර්ශයක් සපයමින් නිශ්පාදනය කරන ලද, අන්තර්ජාලය මගින් නැරඹිය හැකි එකම ඒකාංගික ටෙලි වෘතාන්තය. හෙටත් අද වගේමද ? ලගදීම ඔබ වෙත....




Trail Download.


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Formore Details.. Visit www.variousonline.com

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මෙහි පැමිණෙන ඔබ සාදරයෙන් පිළි ගනී! මෙම වෙබ් පිටුව තුලින් ශ්‍රී ලංකාවේ භාවිතා වන ප්‍රධාන දේශීය භාෂා වන සිංහල හා ‍දමිළ භාෂාවන් පරිගණක සඳහා භාවිතා කළ හැකි අයුරු පිළිබඳ? තොරතුරු, උපදෙස් මෙන්ම ඒ සඳහා අවශ්‍ය වන මෘදුකාංග ද ඔබට සපයයි.






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Wednesday, January 14, 2009

3d steel texture

[1]-First of all you will press (ctrl +N) now you will see the new window is open
Click on the Geometry > Standard primitives > Plane and use the following setting
Create a Plane in the top view and set like this in the perspective view
3dsmax-3dsteeleffect-studio-tutorial1

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[2]-Click on the Geometry > Standard primitives > Teapot and use the following setting
Create a Pot in the top view set like this in the front view
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[3]-Open the material window
Select the Multi-layer option and you will see the Multi-layer palette is open
Select the color like this and give some shining like this in the first specular level
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[4]-Now in the Second specular level give the shining like this
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[5]-Open the map window and put the retrace map in the Refraction
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[6]-Now click on the Background button in the material window
Now your material should like this
And assign to the selection
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[7]-Click on the Omni button and use the following setting
Set like this in the top view
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[8]-Select the light and right click then deselect the (Affect Diffuse) option
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[9]-Select the light drag it and release you will see the clone option window is open
Then use the following setting and set the light like this in the top view
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[10]-After se the light Press (F9) you will see the final image is ready
Save the file in your folder
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...

The Material Editor

Introduction

The Material Editor provides functions to create and edit materials and maps. A material is data that you assign to the surface or faces of an object so that it appears a certain way when rendered. Materials affect the colour of objects, their glossiness, their opacity, and so on. The images or procedural effects you assign to materials are called maps. Commonly used maps for landscape work include standard bitmaps (such as .bmp, .jpg, or .tga files) and procedural (meaning they are computer generated) maps, such as Brick or Noise.You can assign maps to most of the components that make up a material. Materials that contain one or more images or procedural maps are called mapped materials

For many map types, the Renderer needs instructions telling it where the map should appear on the geometry. These instructions are called mapping coordinates and are most often handled (apart from loft mapping) by the use of map modifiers. Map coordinates can also be edited in the Material Editor acting on the material itself and most standard primitives have the option of applying map coordinates when the object is created (although these usually need modifying)

Materials create greater realism in a scene. A material describes how an object reflects or transmits light and material properties work hand-in-hand with light properties; rendering combines the two, simulating how the object would look in a real-world setting

This tutorial explores the interface and basic functionality of the Material Editor at the 'Material Level'. This is before adding extra effects with computer generated (procedural) or image maps. The extra effects added at the 'Map' level/s' will be dealt with later

Download Sample Data

In order to follow this tutorial, you may want to use the supplied files. Please read the sample data instructions before downloading.

kf404_files.zip (16kb)

module_4_maps.zip (5.2mb)

The Interface and basic functionality at the 'Material' level

  • Open kf404_01.max. This scene contains some pre-configured materials with which to explore the basic functionality of the Material Editor. Open the Material Editor. The image below shows the mainly used parts of the top interface:


Sample slots

Sample Type

  • Select a sample slot by left clicking over it. When the sample slot is current (ie you can edit the material) it shows a white border. Change the Sphere to a Box by clicking the Sample Type Button flyout and choosing the Box Type

Background

  • Toggle this button on or off to display a chequered background. This is useful to view how transparent a material is (a glass material for example)

Sample Slot Number

  • Right click over any slot to change the number of available slots

Sample Slot Border

The border to each sample slot shows the status of the materials in the editor thus:

- White border means the sample slot is current ie the material can be edited
- White triangles not filled means the material exists in the scene (assigned to an object) but no objects with that material are selected
- White triangles filled means the material in the slot is assigned to a selected object

Toolbar

  • Press Get Material. This opens the Material/Map Browser. This is where you manage material and map resources in and out of the scene
  • Select the Box and in the Material Editor select the Brick material sample slot. Press Assign Material to Selection. Notice in the viewport the box is assigned the brick material
  • Press Show Map in Viewport. This shows the brick map which is part of the Brick material in the viewport or not. Toggle this on and off and notice the bricks on the box are shown or not shown
  • Press Put to Library. This opens a dialog box for saving the current material to a material library. Close the box as this is explained later
  • Go to Parent is used when you are at the 'Map' level (accessed through pressing one of the Map buttons - explained later) to return to the next level up in the material. This is greyed out if no Maps are used in the material

TIP: You can remove a materiall completely from an object in the scene by dragging the NONE item from the Material / Map Browser over to the object

  • Select an empty sample slot and press Pick Material from Object. This is a quick way to select a material in the scene for editing purposes

Material Name

Type the name of the current material in this text box

Material Type

The Material Type is at the top of the hierarchy when you create or edit materials. Standard is the default material type in MAX andArchitectural is the default material in Autodesk VIZ (this has been changed to Standard for this exercise)

  • Press this button (in MAX) or the button displaying ‘Architectural’ (in VIZ) to open the Material/Map Browser and to pick from a selection of Material Types. The most common for landscape use are Standard (most materials including none mapped and mapped materials - procedural maps and image maps), Double Sided (contains two standard materials for the front and back of a road sign for example) and Multi > Sub-Object (for use on any objects that contain a number of elements needing different materials assigned to each element - a seat with painted legs and wood slats for example)
  • If you are using VIZ select Standard and press Ok as we are going to explore the use of Standard materials
  • The next step is to look at the shader type thus:

Shader Parameters

  • Select a new sample slot
  • Change the shader type to Anisotropic - this together with Metal are well used in landscape work. Shaders give different basic settings for materials. Explore the other shaders using the MAX/VIZ help system. The most useful settings for the Anisotropic shader are shown above
  • Name the material 'Practice'
  • Select the sphere and Assign Material to Selection. This assigns a Standard, unedited material using the Anisotropic shader

Shader Basic Parameters rollout

These settings apply to any shader

  • Check Wire and toggle this on and off to display the sphere in wireframe. If you change the amount of segments in the sphere the wires change as well. Uncheck this before proceeding
  • Checking 2-Sided forces the material to become 2-sided. This is the third (apart fronm the Viewport Configuration and Render Scene dialogs) place you can make an object 2-sided

Anisotropic Basic Parameters rollout

  • Click the colour swatch to the right of Diffuse to change the colour of the sphere

NOTE: The Ambient swatch changes as well as the Diffuse swatch. This can be unlocked by pressing the lock button to the left of the Diffuse and Ambient swatches. The Ambient light can then be changed independantly

  • Change the Specular Level to 75 and Glossiness to 50. This gives the material a look of gloss paint or plastic. You could name this 'Blue Paint' for example and save the material for use in many scenes (explained later)
  • Change the Diffuse colour to light yellow and the Self-illumination to 80. This simulates a lamp and will show as illuminated in a night scene. A light would be placed in the lamp. Change back to 0 before proceeding
  • Change Opacity to 40. This makes the sphere translucent. Used in conjunction with the other settings (especially Specular Level and Glossiness) a simple glass material can be created. Look at the settings in the Glass material for reference

As you can hopefully envisage, many materials can be created by simply using the basic shader parameters

NOTE: Assigning a material to an object removes any existing material assigned to the object and replaces it. Also, a material can be quickly assigned to an object by dragging it from the sample slot to the object in the viewport

Extended Parameters rollout

  • With Wire selected in Basic Shader Parameters change the size of the wire on this rollout

SuperSampling rollout

This is not covered in Key Fundamentals, but for information this allows more sampling of any images in the material at render time. It stops any 'shimmering, or distortion throughout animation sequences, and gives better quality renders for still images. Because the render time is greater a good handle of the supersampling settings is needed to obtain an optimum balance between quality and render time. Settings can be changed in both the material and on the Render Scene dialog

Maps rollout

This is where various maps can be applied to the material. In landscape work the most used maps are applied to the Diffuse Level (all landscape materials) plus perhaps Opacity (for masking buildings, signs, vegetation etc images) and > or Bump (for giving relief to walls and paving)

  • Press the Map Button showing 'None' to the right of any of these Map types to open the Material/Map Browser. For now, just have a look at the types of maps available

3d scene modeling tutorial

[1]-First of all you will press (ctrl +N) now you will see the new window is open
Click on the Geometry > Standard primitives > Plane and use the following setting
Create a Plane in the top view set like this in the perspective view
3dsmax-3dscenemodeling-studio-tutorial.jpg1

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[2]-Use the following setting Create a Tube in the top view and set like this in the front view
3dsmax-3dscenemodeling-studio-tutorial.jpg4

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[3]-Use the following setting Create a Cylinder in the top view and set like this in the front view
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[4]-Now select the Cylinder drag it and release you will see the clone option is open use the following setting
Then set the Cylinder like this image as shown below
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[5]-Click on the Line tool then create a shape like this with help of line tool open the rendering palette
use the following setting your line should like this in the front view
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[6]-Use the following setting Create a Helix in the left view and set like this in the front view
Open the rendering palette use the following setting your line should like this in the front view
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[7]-Again create a line like this with help of line tool open the rendering palette
Use the following setting your line should like this in the left view
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[8]-Use the following setting Create a Cone in the top view and set like this in the left view
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[9]-Select the Cone right click Convert into Editable poly then select polygon mode in the editable poly
And make a selection like this in the top press (DELETE)
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[10]-Your Cone should like this in the perspective view
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[11]-Then apply the shell modifier and use the following setting
Your Cone should like this in the left view
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[12]-Create another a line like this with help of line tool open the rendering palette
Use the following setting your line should like this in the left view
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[13]-Use the following setting Create a Sphere in the top view and set like this in the left view
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[14]-Use the following setting Create a Box in the top view and set like this in the front view
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[15]-Now click on the 3dsmax-3dscenemodeling-studio-tutorial.jpg37 select & rotate tool in the main toolbar then rotate the box like this
In the left view
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[16]-Now select the Box drag it and release you will see the clone option is open use the following setting
Then set the Box like this image as shown below
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[17]-Open the material window and make a three material
In the first to third material I can import three jpg
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[18]-In the fourth just pick the color and give some shinning and to the given object
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[19]-After assign the material press (F9) and you will see the final is ready
Save the file in your folder
I Hope you will be enjoyed
Thanks for watching my tutorial
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