lunes, 22 de septiembre de 2008

CURSO DE INFOGRAFÍA



Hoy comienza a las 19:30 el CURSO MEDIO DE INFOGRAFÍA. Os doy la bienvenida y os invito a utilizar este blog para lo que sea menester.
Avance de la programación de las inminentes JORNADAS DE INFOGRAFÍA AVANZADA

13 comentarios:

  1. Hola a todos! Comenzaré por proporcionar el link de una de las páginas de recursos más importantes de la red.

    http://www.3dmodelfree.com

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  2. Hola Sebastian, soy uno de los alumnos del curso de infografía, podrias darme la pagina web de los ordenadores para configurarme uno, y dos o tres configuraciones para guiarme? gracias

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  3. Qué tal pacotte y cía!!! Os proporciono el link a la página web de azken. El fabricante de estaciones de trabajo. Luego os comentaré.

    http://www.azken.com/

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  4. Bueno chicos, lo prometido es deuda. Ahí va el tutorial de Mental Ray en cristiano!.

    http://rs525.rapidshare.com/files/147361197/0.tutorial_Mental_Ray_traducido.pdf

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  5. Bueno Sebas, ahora nos toca machacar por nuestra cuenta; te doy mi dirección de email para que me pases los 3 tutoriales que comentaste en el curso en pdf
    cuevasalonso@wanadoo.es
    El primero que se entere de algun tutorial en castellano del 3ds max que lo diga, un saludo a todas/os.

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  6. Hola Gran Maestro, tango una duda de esas tontas que me trae loco.

    He aplicado un tipo ladrillo Malpesa Sevilla, descargado de su pagina web. Cuando trato de utilizar la opción "use real-world scale" el ladrillo queda muy pequeño y aunque he modificado algunos valores no consigo cambiar el tamaño, imagino que me salto algún paso.

    Serías tan amable de recordarme como he de hacerlo.

    Saludos.

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  7. El ladrillo en real world será 0,25 m. x 0,125 m. Si, una vez aplicado RW, no queda bién, es porque no se ha importado bien desde autocad. La solución es aplicar el modificador UVW Map y activar "use real world". SALUDOS

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  8. Bueno, parece que esto poco a poco va. Ya he resuelto el problema de los materiales y las escalas.

    Pero como el camino de la sabiduría está lleno de baches, tengo otra duda.

    Tengo un modelo iluminado solo con luz solar y el mapa de fondo es el "mr Physical Sky".

    Pero quiero cambiarlo para poner otro cielo. En "environment and effects" seleciono otro mapa y en "Exposure Control" en el render previo, se ve el nuevo cielo, pero si hago el render definitivo, el fondo sale negro ¿Por qué?

    Gracias. Salu2

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  9. Autodesk 3ds Max Tutorials > Lighting and Rendering > Lighting and Rendering a Nighttime Scene >

    Adding a Background Image and Lighting Effects
    You will now take a daylight image of a desert panorama, adjust its contrast and exposure to resemble night lighting conditions, then incorporate the result into the scene as a backdrop. You’ll introduce a few more photometric lights to illuminate the interior of the barracks, then add a glare effect as a finishing touch.

    Add background image and set exposure:
    Continue working on your own scene file, or from the \tutorials\lighting_and_rendering folder, open the scene file army_compound-lighting_no_bkrnd.max.
    From the Rendering menu > Environment > Common Parameters rollout, click the Environment Map button (at present, the text on the button says “None”).

    3ds Max opens the Material/Map Browser.

    On the Material/Map Browser, double-click the Bitmap map type.
    In the file dialog, navigate to the \tutorials\lighting_and_rendering folder and click desert.jpg to highlight it.
    In the file dialog, click View.
    The image is a desert landscape, taken during the day. You will need to adjust image brightness and contrast to make it suit the nighttime scene.
    Close the bitmap view, then click Open to add the image as a background to the scene.
    Make sure no object is selected in the viewports, then right-click to display the quad menu.
    Choose Hide Unselected, then render the scene.

    With objects hidden, you are rendering only the background. However, the rendered frame shows nothing but black because mental ray has undercompensated the exposure.

    9.

    Press M to open the Material Editor.

    Drag the Environment Map button from the Environment And Effects dialog onto any unused sample slot in the Material Editor.
    A prompt asks if this should be an instance or a copy. Make sure Instance is selected, and then click OK.
    Close the Environment And Effects dialog.
    You will now use the Material Editor to adjust the color and contrast of the bitmap to compensate for the low-exposure night scene.
    On the Material Editor > Output rollout, increase Output Amount to 10.0 and RGB Level to 20.0.
    These values will restore the output value of the original bitmap.
    Render the image.

    The image appears washed out. Adjusting image contrast should solve this problem.

    14. On the Output rollout, turn on Enable Color Map.


    15. In the Color Map group, click the Add Point button, then click at the midpoint of the color map graph.


    16. Click the Move Point button and drag the new point down and to the right as shown in the next illustration.


    17. Render the image again.


    The color map has generated more contrast, emphasizing features that will still be visible after you deliberately underexpose the image in the next step.

    On the Output rollout, decrease the Output Amt to 1.0 and RGB Level to 10.0.
    The result is a heavily underexposed scene, resembling a night sky: a digital version of filming “day for night.”
    Right-click any viewport, select Unhide All from the quad menu, then render the scene again.

    The background is properly exposed, adding depth and interest to the scene.

    20. Close the Material Editor.

    Add glare effects:
    mental ray provides a number of special effects designed to give light objects added realism. Here, you will add a glare effect to the army compound lights, to simulate their interaction with dust particles and ambient humidity.

    1. Click Render Setup, and on the Render Setup dialog > Renderer tab > Camera Effects rollout > Camera Shaders group, turn on the Output shader button.


    3ds Max opens a Material/Map Browser.

    2. Close the Render Setup dialog.

    3.

    Make a clone of the existing rendered frame, then render the scene.


    Compare the two rendered frames to see the glare effect. This effect is most pronounced on the suspended lamp over the jeep.

    4. Close the rendered frames.

    Add interior lights:
    Activate the Top viewport, then zoom and pan until the far right barracks comes into view.
    2. On the C reate panel, choose Lights.
    On the Object Type rollout, click Free Light.
    Click on the apex of the barracks roof, near the entrance.

    5. Activate the Front viewport and use Select And Move to raise the light object on its Y axis until it is at a suitable height above the floor, as shown below.


    You are about to create a set of fluorescent lights, so the light object should be suspended roughly two feet from the ceiling.

    6. Go to the Modify panel > Templates rollout and from the drop-down list, choose 4ft Pendant Fluorescent.


    You will now choose the color of the light to be cast.

    7. On the Intensity/Color/Attenuation rollout, choose Fluorescent (White) from the Color drop-down list.


    The scene calls for a standard fluorescent fixture consisting of four tubes. Rather than physically re-creating each tube, you can simply bump up the intensity of the single light object by a factor of four.

    On the Intensity/Color/Attenuation rollout > Dimming group, update the Intensity spinner box to 400%.
    Make two more instances of the light object and distribute them evenly along the length of the barracks.

    10. On the Shadows rollout, turn shadows On to create shadow maps of the ceiling lights. 11. Activate the Camera01 viewport and render the scene again.


    The inside of the barracks is now illuminated, with light spilling out of the entrance

    to form a shadow on either side of the door frame.

    Summary
    In this tutorial, you learned how to use photometric lights to illuminate a night scene. You specified the color of the light source and defined how shadows were cast. You also learned how to take a background image, adjust its exposure, brightness, and contrast, and apply it as a background to the night scene. Finally, you saw how a mental ray special lighting effect can be applied to a light object to produce added realism.

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  10. A ver si os apuntáis a los comentarios, no es nada difícil!!!

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  11. Wolap soy el nacho ya tengo blogs, bueno y nada mas os invito, desde aki a ke le echeis un vistazo, a mi blogs y no me lo puteís muxo, www.nachooreja.blogspot.com

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  12. Hola sebas...

    qué puedo estar haciendo mal para que, al importar un dibujo de autocad2007 con formas curvas (cilindros, volúmenes con curvas, ...) a 3dstudio 2009, esas formas curvas me las "poligonice", me las "segmenta", es decir, no me aparezcan curvas, cuando lo que quiero es q me salgan perfectamente curvas...

    muchas gracias

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  13. Aumenta la escala en Autocad (x100) y vuelve a importar en 3DMAX...voila!

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