|How to adjust the backlighting of the thin surfaces in "Vue 6 Infinite"|
When an object consists of thin surfaces, the material is enough fine to allow to pass the light. If this surface is enlightened by the back, she will pass on some light without being transparent. It is typically what what takes place when the sun shines behind the foliage of a tree. The leaves of the tree allow to pass the light, although they are not transparent. In this document, I how show to adjust the effects of a material, so that an object constituted by thin surfaces behaves correctly and naturally in a back lighting.
|How to make a Christmas tree with the editor of material of "Vue 6 Infinite"|
In this document, I how show to make a Christmas tree by using: a plant "SolidGrowth", for example "Bulki Conifer", available on "Cornucopia3D" and the editor of material of "Vue 6 Infinite". The idea, it is to modify the material of the foliage of the plant by transforming it into a brilliant material, imitating the decorations of outside of a Christmas tree.
|How to adjust the depth of field of a portrait with "Vue 6 Infinite"|
The depth of field is a very important factor in the composition of an image, and particularly in that of a portrait. "Vue 6 Infinite" propose similar functions to those whom we find in the world of the photography.
|Model the temple of Poseidon on Cap Sounion with "Silo"|
This document shows an example of modeling of the ruins of the temple, with Silo 1.42.
|Model moais of the island of Easter with "Silo"|
This document shows an example of modelling of statues of the island of Easter, with Silo 1.42.
|Take the pose with a dynamic dress, to "Poser"|
This document shows my way of working with the dynamic clothes. Mainly the movement of a dynamic garment, when the character takes the wished pose, from his initial pose.
|How to improve the final depiction of the static hair in "Vue 6 Infinite"|
When we import a character of "Poser" in "Vue 6 Infinite", the materials are built with a minimum of parameters, just the colour and the transparency. To obtain a realistic final depiction, it is necessary to complete these definitions of materials. This tutorial, how shows to reach there with a minimum of efforts. By adding, simply a canal of relief, the final aspect will very be superior.
|How to play with the textures of the static hair, in "Poser"|
The available static hair to "Poser" have, very often, textures which miss realism. Most of the artists who build this genre of product, generate textures with "Photoshop", by drawing them. The result of a texture painted there 2D is often disappointing, a texture 2D is too regular and will miss, often, volume during the depictions it 3D. It is this observation which led me to look for a solution based on photos of hair, very real.