Software:
Photoshop CC 2019
It seems that the Brush tool in the last iterations of the popular image editing & painting software is annoyingly delayed.
A solution to this is setting the Brush Smoothing parameter to 0.

Software:
Photoshop CC 2019
It seems that the Brush tool in the last iterations of the popular image editing & painting software is annoyingly delayed.
A solution to this is setting the Brush Smoothing parameter to 0.

Software:
3ds max 2019 | tyFlow
tyFlow is a new advanced event driven particle / dynamics system plugin for 3ds max that can somewhat be described as the “next generation of Particle Flow*“.
An ‘event driven particle system‘ is a particle system in which the behavior of the particles is defined in ‘events‘. each event contains a collection of ‘operators‘ that control the different aspects of the particle behavior, like their shape, their speed, direction etc. special ‘test operators‘ are used to check if the particles should switch to a different event and so change their behavior.
Setting up an event driven particle system in 3ds max is done through a node based visual interface, in which the nodes in the flow graph are the particle events, each event is a collection of operators and their parameters.
This tutorial demonstrates some fundamental concepts of event driven particles and tyFlow:
> Note that while understanding the logic of this example is relatively easy, tweaking all the parameters to get it right takes a lot of tests and fine tuning.
Download the example file and playing with the system parameters to get to know how the different operators affect the particles.
Download the tutorial example 3ds max file here
Explanation of the flow graph:
> To create a tyFlow particle system:
In Command Panel > Create > Standard Primitives,
Click tyFlow, and then click and drag in the viewport to create a tyFlow object.
When the tyFlow object is selected, in the Modify panel press the Open Editor button to open the tyFlow editor. Drag operators from the library below to the work space in order to create a new event containing them, or drag them into existing events.
> Note that almost all of the system’s events contain a Display operator set to Geometry mode so that the particle’s actual animated shapes will be displayed in the viewport, and also a Mesh operator needed for particles to be exported to a render engine for final rendering.









System setup with the tyWind objects responsible for moving the particles in the non-physical events of the system, and a Point helper object that serves as a ‘find target’ for the particles to get back to the initial location above the slide:
Particle shapes for the ‘Rocket Upward’, ‘Chopper back to start’ and ‘find drop location’ events.
Note that the shape pivots are consistently at the center of the ball for the shape switching to work well, and that the ‘chopper’ animation is done at the mesh level using Poly Select and XForm:
* Particle Flow is a powerful event driven particle system that was originally developed by ThinkBox software, ans later bacame 3ds max’s built in particle system.
Software:
3ds max 2019 | Arnold 5
In-order for objects in 3ds max to be rendered as volumes with Arnold, the object mesh has to be converted to a volume, and a Standard Volume material assigned to the object:


Examples:
* Note that both Density and Depth control the transparency or ‘thickness’ of the volume. (lower Depth setting creates a thicker volume)
* When Scattering is set to 0.0 the volume will have only a absorption effect
In this example an Arnold Noise map is connected to the Standard Volume‘s Density parameter:
* Note that the Scale values must be set correctly in order to actually get a ‘cloudy’ effect.
* Note that the noise color values are now controlling the Density of the volume.
Related:
Arnold for 3ds max God Rays
Software:
3ds max 2019 | Arnold 5

Adding a ‘Volume Light’ effect in Arnold for 3ds max is fairly simple:

Related:
Arnold for 3ds max Volume Shading
Software:
3ds max 2019 | V-Ray Next
An example of varnished wood floor material in V-Ray and 3ds max.
The material uses a VRayBlendMtl with 2 connected VRayMtl sub materials to simulate a natural wood base layer coated by a glossy varnish layer.
Explanation of the material node graph:






Related posts:
Software:
Blender 2.8 | Cycles
CG-Lion Wood Presets Pack 1.0 is an advanced 3D procedural wood shader I developed for Blender and the Cycles render engine that produces consistent wood pattern on all sides of the model without requiring UV coordinates.
The shader has many tweak-able parameters for easy customization of the wood pattern, and also has built-in varnish coat and paint layers.
CG-Lion Wood Presets Pack 1.0Â ships with a ready-to-use material preset library.
CG-Lion Wood Presets Pack 1.0Â is available on Blender Market:
https://blendermarket.com/products/cg-lion-wood-presets-pack-1
Related:
Realistic Spotlights for Blender &Â Cycles
Optimized Architectural Glazing Shader for Cycles
Customizable Photo-realistic Car-paint shader for Cycles
Software:
3ds max 2016
When creating a surface submerged in sea water,
Theoretically, it’s the Volume Absorption or ‘Fog‘ of the water shader that should do cause the surface to disappear under water.
But in many cases that doesn’t work well because we don’t actually model enough extended surface under the water for it to completely disappear without seeing the surfaces geometric edges that spoil the result.
One of the oldest tricks in the book is to use a Gradient Ramp map in the surface’s Opacity channel to make it gradually disappear before the geometry ends.
This can be done in most 3d software and render engines, I’m demonstrating it here using 3ds max and V-Ray:
Software:
Blender 2.8
To mirror a skeleton (Armature) in Blender:
Blender will create mirrored copies of all the bones with respect to the Armature origin and flip their names to names ending with the opposite side.

Software:
PyCharm Community 2019.1
Unlike many popular text/programming editors and IDE’s, PyCharm doesn’t by default let you change the font size by pressing Ctrl + Scrolling the mouse wheel.
To enable scroll-zoom in PyCharm:
Software:
Blender 2.8 | Cycles Render
The shading normal‘s Z component can be easily used as a ready-to-use procedural mask for ‘covering effects’ like dust, snow, and if baked, also as a base for particle effects like debris and vegetation.
This simple shading flow example the shading normal‘s Z component, that represents how much the surface is facing upwards is separated , mixed (multiplied) with a noise textured and than fed into a ColorRamp Converter node for fine tuning the resulting mask:
This is the full shading flow of the snow effect in the image above: