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	<title>3ds-max &amp;laquo; WordPress.com Tag Feed</title>
	<link>http://wordpress.com/tag/3ds-max/</link>
	<description>Feed of posts on WordPress.com tagged "3ds-max"</description>
	<pubDate>Sat, 11 Oct 2008 16:16:44 +0000</pubDate>

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<item>
<title><![CDATA[3D EBOOK FREE Download in PDF-CHM]]></title>
<link>http://itebookfile.wordpress.com/?p=80</link>
<pubDate>Wed, 08 Oct 2008 13:30:28 +0000</pubDate>
<dc:creator>Wordpress Ebook</dc:creator>
<guid>http://itebookfile.id.wordpress.com/2008/10/08/3d-ebook-free-download-in-pdf-chm/</guid>
<description><![CDATA[Download EBOOK Free at www.eBooks-Space.com

3-D Human Modeling and Animation Second Edition
3ds max]]></description>
<content:encoded><![CDATA[<p>Download EBOOK Free at <a href="http://www.ebooks-space.com/">www.eBooks-Space.com</a></p>
<ul>
<li><a class="link_text_underline" title="Ebooks 3-D Human Modeling and Animation Second Edition" href="http://www.ebooks-space.com/ebook/116/3-D-Human-Modeling-and-Animation-Second-Edition.html" target="_blank">3-D Human Modeling and Animation Second Edition</a></li>
<li><a class="link_text_underline" title="Ebooks 3ds max 5 for Dummies" href="http://www.ebooks-space.com/ebook/771/3ds-max-5-for-Dummies.html" target="_blank">3ds max 5 for Dummies</a></li>
<li><a class="link_text_underline" title="Ebooks 3ds Max at a Glance" href="http://www.ebooks-space.com/ebook/229/3ds-Max-at-a-Glance.html" target="_blank">3ds Max at a Glance</a></li>
<li><a class="link_text_underline" title="Ebooks Advanced 3ds max 5 Modeling and Animating" href="http://www.ebooks-space.com/ebook/814/Advanced-3ds-max-5-Modeling-and-Animating.html" target="_blank">Advanced 3ds max 5 Modeling and Animating</a></li>
<li><a class="link_text_underline" title="Ebooks An Essential Introduction to Maya Character Rigging with DVD" href="http://www.ebooks-space.com/ebook/205/An-Essential-Introduction-to-Maya-Character-Rigging-with-DVD.html" target="_blank">An Essential Introduction to Maya Character Rigging with DVD</a></li>
<li><a class="link_text_underline" title="Ebooks AutoCAD 2008 3D Modeling Workbook For Dummies" href="http://www.ebooks-space.com/ebook/240/AutoCAD-2008-3D-Modeling-Workbook-For-Dummies.html" target="_blank">AutoCAD 2008 3D Modeling Workbook For Dummies</a></li>
<li><a class="link_text_underline" title="Ebooks AutoCAD 2009 and AutoCAD LT 2009 All-in-One Desk Reference For Dummies" href="http://www.ebooks-space.com/ebook/789/AutoCAD-2009-and-AutoCAD-LT-2009-All-in-One-Desk-Reference-For-Dummies.html" target="_blank">AutoCAD 2009 and AutoCAD LT 2009 All-in-One Desk Reference For Dummies</a></li>
<li><a class="link_text_underline" title="No Experience Required" href="http://www.ebooks-space.com/ebook/282/AutoCAD2008-and-AutoCAD-LT-2008%3A-No-Experience-Required.html" target="_blank">AutoCAD2008 and AutoCAD LT 2008: No Experience Required</a></li>
<li><a class="link_text_underline" title="Professional Tips and Techniques" href="http://www.ebooks-space.com/ebook/726/AutoCAD%3A-Professional-Tips-and-Techniques.html" target="_blank">AutoCAD: Professional Tips and Techniques</a></li>
<li><a class="link_text_underline" title="Secrets Every User Should Know" href="http://www.ebooks-space.com/ebook/479/AutoCAD%3A-Secrets-Every-User-Should-Know.html" target="_blank">AutoCAD: Secrets Every User Should Know</a></li>
<li><a class="link_text_underline" title="Ebooks Blender 3D Architecture Buildings and Scenery" href="http://www.ebooks-space.com/ebook/545/Blender-3D-Architecture-Buildings-and-Scenery.html" target="_blank">Blender 3D Architecture Buildings and Scenery</a></li>
<li><a class="link_text_underline" title="2D Skills for Better 3D" href="http://www.ebooks-space.com/ebook/389/Character-Animation%3A-2D-Skills-for-Better-3D.html" target="_blank">Character Animation: 2D Skills for Better 3D</a></li>
<li><a class="link_text_underline" title="Creating Professional Animation with 3ds Max Lightwave and Maya" href="http://www.ebooks-space.com/ebook/1069/Digital-Animation-Bible%3A-Creating-Professional-Animation-with-3ds-Max-Lightwave-and-Maya.html" target="_blank">Digital Animation Bible: Creating Professional Animation with 3ds Max Lightwave and Maya</a></li>
<li><a class="link_text_underline" title="Ebooks DirectX 3D Graphics Programming Bible" href="http://www.ebooks-space.com/ebook/331/DirectX-3D-Graphics-Programming-Bible.html" target="_blank">DirectX 3D Graphics Programming Bible</a></li>
<li><a class="link_text_underline" title="Using JOGL and Java3D" href="http://www.ebooks-space.com/ebook/437/Foundations-of-3D-Graphics-Programming%3A-Using-JOGL-and-Java3D.html" target="_blank">Foundations of 3D Graphics Programming: Using JOGL and Java3D</a></li>
<li><a class="link_text_underline" title="Ebooks Game Character Development with Maya" href="http://www.ebooks-space.com/ebook/969/Game-Character-Development-with-Maya.html" target="_blank">Game Character Development with Maya</a></li>
<li><a class="link_text_underline" title="Ebooks Inside LightWave v9" href="http://www.ebooks-space.com/ebook/105/Inside-LightWave-v9.html" target="_blank">Inside LightWave v9</a></li>
<li><a class="link_text_underline" title="Ebooks Introducing 3ds Max 2008" href="http://www.ebooks-space.com/ebook/52/Introducing-3ds-Max-2008.html" target="_blank">Introducing 3ds Max 2008</a></li>
<li><a class="link_text_underline" title="3D for Beginners" href="http://www.ebooks-space.com/ebook/371/Introducing-3ds-Max-9%3A-3D-for-Beginners.html" target="_blank">Introducing 3ds Max 9: 3D for Beginners</a></li>
<li><a class="link_text_underline" title="Ebooks Introducing AutoCAD 2008" href="http://www.ebooks-space.com/ebook/360/Introducing-AutoCAD-2008.html" target="_blank">Introducing AutoCAD 2008</a></li>
<li><a class="link_text_underline" title="Ebooks Introducing Maya 2008" href="http://www.ebooks-space.com/ebook/138/Introducing-Maya-2008.html" target="_blank">Introducing Maya 2008</a></li>
<li><a class="link_text_underline" title="3D for Beginners" href="http://www.ebooks-space.com/ebook/742/Introducing-Maya-8%3A-3D-for-Beginners.html" target="_blank">Introducing Maya 8: 3D for Beginners</a></li>
<li><a class="link_text_underline" title="Ebooks Introducing ZBrush" href="http://www.ebooks-space.com/ebook/942/Introducing-ZBrush.html" target="_blank">Introducing ZBrush</a></li>
<li><a class="link_text_underline" title="A Shader Approach" href="http://www.ebooks-space.com/ebook/223/Introduction-to-3D-Game-Programming-with-Direct-X-9.0c%3A-A-Shader-Approach.html" target="_blank">Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach</a></li>
<li><a class="link_text_underline" title="A Shader Approach" href="http://www.ebooks-space.com/ebook/557/Introduction-to-3D-Game-Programming-with-Direct-X-9.0c%3A-A-Shader-Approach.html" target="_blank">Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach</a></li>
<li><a class="link_text_underline" title="Ebooks Learning 3ds Max 2008 Foundation" href="http://www.ebooks-space.com/ebook/201/Learning-3ds-Max-2008-Foundation.html" target="_blank">Learning 3ds Max 2008 Foundation</a></li>
<li><a class="link_text_underline" title="Rigging and Animation" href="http://www.ebooks-space.com/ebook/1048/Lightwave-3D-8-Cartoon-Character-Creation-Volume-2%3A-Rigging-and-Animation.html" target="_blank">Lightwave 3D 8 Cartoon Character Creation Volume 2: Rigging and Animation</a></li>
<li><a class="link_text_underline" title="Ebooks Lightwave 3D Character Animation" href="http://www.ebooks-space.com/ebook/1046/Lightwave-3D-Character-Animation.html" target="_blank">Lightwave 3D Character Animation</a></li>
<li><a class="link_text_underline" title="Ebooks Mastering Maya 8.5" href="http://www.ebooks-space.com/ebook/272/Mastering-Maya-8.5.html" target="_blank">Mastering Maya 8.5</a></li>
<li><a class="link_text_underline" title="Ebooks Maya 8 at a Glance" href="http://www.ebooks-space.com/ebook/741/Maya-8-at-a-Glance.html" target="_blank">Maya 8 at a Glance</a></li>
<li><a class="link_text_underline" title="Ebooks Maya 8 Character Modeling" href="http://www.ebooks-space.com/ebook/654/Maya-8-Character-Modeling.html" target="_blank">Maya 8 Character Modeling</a></li>
<li><a class="link_text_underline" title="Ebooks Maya at a Glance" href="http://www.ebooks-space.com/ebook/1076/Maya-at-a-Glance.html" target="_blank">Maya at a Glance</a></li>
<li><a class="link_text_underline" title="Modeling and Animation Controls" href="http://www.ebooks-space.com/ebook/1080/Maya-Character-Creation%3A-Modeling-and-Animation-Controls.html" target="_blank">Maya Character Creation: Modeling and Animation Controls</a></li>
<li><a class="link_text_underline" title="Ebooks Maya Professional Tips and Techniques" href="http://www.ebooks-space.com/ebook/606/Maya-Professional-Tips-and-Techniques.html" target="_blank">Maya Professional Tips and Techniques</a></li>
<li><a class="link_text_underline" title="A 3D Artists Guide to Rendering" href="http://www.ebooks-space.com/ebook/193/Mental-ray-for-Maya---3ds-Max-and-XSI%3A-A-3D-Artists-Guide-to-Rendering.html" target="_blank">Mental ray for Maya - 3ds Max and XSI: A 3D Artists Guide to Rendering</a></li>
<li><a class="link_text_underline" title="Bridging the Gap Between 2D and CG" href="http://www.ebooks-space.com/ebook/486/Thinking-Animation%3A-Bridging-the-Gap-Between-2D-and-CG.html" target="_blank">Thinking Animation: Bridging the Gap Between 2D and CG</a></li>
<li><a class="link_text_underline" title="Ebooks Tips and Tricks For Using AutoCAD 2009" href="http://www.ebooks-space.com/ebook/83/Tips-and-Tricks-For-Using-AutoCAD-2009.html" target="_blank">Tips and Tricks For Using AutoCAD 2009</a></li>
<li><a class="link_text_underline" title="Ebooks Understanding 3D Animation Using Maya" href="http://www.ebooks-space.com/ebook/944/Understanding-3D-Animation-Using-Maya.html" target="_blank">Understanding 3D Animation Using Maya</a></li>
<li><a class="link_text_underline" title="3D Character Modeling and Scene Placement" href="http://www.ebooks-space.com/ebook/238/Virtual-Vixens%3A-3D-Character-Modeling-and-Scene-Placement.html" target="_blank">Virtual Vixens: 3D Character Modeling and Scene Placement</a></li>
<li><a class="link_text_underline" title="Extensible 3D Graphics for Web Authors" href="http://www.ebooks-space.com/ebook/388/X3D%3A-Extensible-3D-Graphics-for-Web-Authors.html" target="_blank">X3D: Extensible 3D Graphics for Web Authors</a></li>
<li><a class="link_text_underline" title="Advanced Digital Sculpting" href="http://www.ebooks-space.com/ebook/785/ZBrush-Character-Creation%3A-Advanced-Digital-Sculpting.html" target="_blank">ZBrush Character Creation: Advanced Digital Sculpting</a></li>
</ul>
]]></content:encoded>
</item>
<item>
<title><![CDATA[MMS (My Max Stills)]]></title>
<link>http://lezee.wordpress.com/?p=4</link>
<pubDate>Tue, 07 Oct 2008 21:13:22 +0000</pubDate>
<dc:creator>lezee</dc:creator>
<guid>http://lezee.id.wordpress.com/2008/10/07/mms-my-max-stills/</guid>
<description><![CDATA[Hie FrenZ Rate Ma Work
]]></description>
<content:encoded><![CDATA[<p>Hie FrenZ Rate Ma Work</p>
]]></content:encoded>
</item>
<item>
<title><![CDATA[Siyah 3ds max]]></title>
<link>http://forumcad.wordpress.com/?p=10</link>
<pubDate>Sat, 04 Oct 2008 18:59:57 +0000</pubDate>
<dc:creator>forumcad</dc:creator>
<guid>http://forumcad.id.wordpress.com/2008/10/04/temel-materyal-olusturma/</guid>
<description><![CDATA[Merhaba Arkadaşlar
Profosyonel olarak 3dsmax ile çalışanlar genelde siyah kullanırlar gözü yo]]></description>
<content:encoded><![CDATA[<p>Merhaba Arkadaşlar</p>
<p>Profosyonel olarak 3dsmax ile çalışanlar genelde siyah kullanırlar gözü yormaması ve daha iyi odaklanmak için.Ama eğer başlangıç seviyesinde iseniz sakın siyah ekranı seçmeyniz.</p>
<p>Şimdi</p>
<p><img src="http://img375.imageshack.us/img375/1759/83886858gz4.jpg" border="0" alt="" /></p>
<p><img src="http://img375.imageshack.us/img375/9961/65205563qq0.jpg" border="0" alt="" /></p>
<p><img src="http://img187.imageshack.us/img187/7994/11485778ov3.jpg" border="0" alt="" /></p>
<p><img src="http://img187.imageshack.us/img187/6167/26319421hl2.jpg" border="0" alt="" /></p>
<p>Dökümanı hazırlayan arkadaşa teşekkür ederiz.</p>
]]></content:encoded>
</item>
<item>
<title><![CDATA[Living toon]]></title>
<link>http://cizgigunlugu.wordpress.com/?p=58</link>
<pubDate>Sat, 04 Oct 2008 18:14:02 +0000</pubDate>
<dc:creator>cizgigunlugu</dc:creator>
<guid>http://cizgigunlugu.id.wordpress.com/2008/10/04/living-toon/</guid>
<description><![CDATA[ Bu adamı modellerken yabancıların &#8220;live toon&#8221; dedikleri stili denemek istedim. Yani ]]></description>
<content:encoded><![CDATA[<p><a href="http://cizgigunlugu.wordpress.com/files/2008/10/yasli-adam31.jpg"><img class="aligncenter size-full wp-image-59" title="yasli-adam31" src="http://cizgigunlugu.wordpress.com/files/2008/10/yasli-adam31.jpg" alt="" width="500" height="374" /></a> Bu adamı modellerken yabancıların "live toon" dedikleri stili denemek istedim. Yani hem biraz karikatür koksun hem yaşıyormuş duygusu uyandırsın. Ve fakat ortaya çıkan işten memnun olduğumu söylemem açıkçası. Bir kere saçlarda çok acaip problem çıktı. Bir türlü istediğim saçı tutturamadım. İkincisi istediğim toon duygusu bir türlü çıkmadı. Yani live toon diil de kötü modellenmiş bir organik modellemeymiş gibi durdu. En sonunda "Nalet olsun içimdeki live toon sevgisine" deyip bu modellemeyi burada bıraktım. (Meraklısı için evet yine 3ds max kullandım. Render için mental ray, shader için fast skin shader kullandım.)</p>
]]></content:encoded>
</item>
<item>
<title><![CDATA[Shelby Cobra]]></title>
<link>http://cizgigunlugu.wordpress.com/?p=34</link>
<pubDate>Sat, 04 Oct 2008 17:07:07 +0000</pubDate>
<dc:creator>cizgigunlugu</dc:creator>
<guid>http://cizgigunlugu.id.wordpress.com/2008/10/04/shelby-cobra/</guid>
<description><![CDATA[Bu Shelby Cobra karikatürünü de yine yazdığım kısa bir animasyonda kullanırım diye tasarlam]]></description>
<content:encoded><![CDATA[<p>Bu Shelby Cobra karikatürünü de yine yazdığım kısa bir animasyonda kullanırım diye tasarlamıştım. Fakat işlerin yoğunluğu nedeniyle o animasyona da bir türlü başlayamadım. Shelby tasarlandığıyla kaldı. 3ds max'te modelledim, mental ray'in car shadersini kullandım.</p>
[caption id="attachment_35" align="aligncenter" width="500" caption="Shelby Cobra"]<a href="http://cizgigunlugu.wordpress.com/files/2008/10/shelby-cobra.jpg"><img class="size-full wp-image-35" title="shelby-cobra" src="http://cizgigunlugu.wordpress.com/files/2008/10/shelby-cobra.jpg" alt="Shelby Cobra" width="500" height="350" /></a>[/caption]
]]></content:encoded>
</item>
<item>
<title><![CDATA[Toon Selim]]></title>
<link>http://cizgigunlugu.wordpress.com/?p=30</link>
<pubDate>Sat, 04 Oct 2008 17:03:08 +0000</pubDate>
<dc:creator>cizgigunlugu</dc:creator>
<guid>http://cizgigunlugu.id.wordpress.com/2008/10/04/toon-selim/</guid>
<description><![CDATA[Polygon Modelleme Selim
Selim karakterini 3ds max&#8217;te modelledim. Karakter bitmedi, dişleri, d]]></description>
<content:encoded><![CDATA[[caption id="attachment_31" align="alignleft" width="300" caption="Polygon Modelleme Selim"]<a href="http://cizgigunlugu.wordpress.com/files/2008/10/selim.jpg"><img class="size-medium wp-image-31" title="selim" src="http://cizgigunlugu.wordpress.com/files/2008/10/selim.jpg?w=300" alt="Polygon Modelleme Selim" width="300" height="225" /></a>[/caption]
<p>Selim karakterini 3ds max'te modelledim. Karakter bitmedi, dişleri, dili falan eksik. Mental Ray fast skin shader kullandım. Böyle kaba bir ön izleme aldım. Belki daha sonra tamamlarım.</p>
]]></content:encoded>
</item>
<item>
<title><![CDATA[Girizgah!]]></title>
<link>http://cizgigunlugu.wordpress.com/?p=4</link>
<pubDate>Sat, 04 Oct 2008 14:32:38 +0000</pubDate>
<dc:creator>cizgigunlugu</dc:creator>
<guid>http://cizgigunlugu.id.wordpress.com/2008/10/04/girizgah/</guid>
<description><![CDATA[
Kızımın blogundan etkilendim galiba. Çok fena blog yazasım var. Yaptığım modellemeleri, çi]]></description>
<content:encoded><![CDATA[<p style="text-align:left;"><a href="http://cizgigunlugu.wordpress.com/files/2008/10/avni.jpg"><img class="size-full wp-image-3 aligncenter" title="avni" src="http://cizgigunlugu.wordpress.com/files/2008/10/avni.jpg" alt="" width="500" height="723" /></a><br />
Kızımın blogundan etkilendim galiba. Çok fena blog yazasım var. Yaptığım modellemeleri, çizdiğim karikatürleri falan bu bloga koymak istiyorum. Bloguma ilk olarak 3ds max'te modellediğim ve Mental Ray'de render aldığım rahmetli Oğuz Aral'ın Avni'sini koymak istiyorum. Avni'yi daha önce üyesi olduğum <a href="http://www.tr3d.com/">http://www.tr3d.com/</a> sitesinde yayınlamıştım. Aslında Kelebek Yayınları'ndan çıkan Avni Kitabının ilk macerası olan Avni'nin minik kedili macerasını çizgifilm yapmak için bu modeli yapmıştım ama bir şekilde araya işler girdi ve çizgifilmi süresiz askıya aldım. Şimdilik sadece Avni'nin resmiyle yetiniyorum anlayacağız. Avni'den bir iki tip daha modellemiştim. Bulunca onları da ekliycem siteye.</p>
]]></content:encoded>
</item>
<item>
<title><![CDATA[old stuff ...]]></title>
<link>http://cvalerio.wordpress.com/?p=3</link>
<pubDate>Fri, 03 Oct 2008 12:02:27 +0000</pubDate>
<dc:creator>val3rio</dc:creator>
<guid>http://cvalerio.id.wordpress.com/2008/10/03/old-stuff/</guid>
<description><![CDATA[Alguns trabalhos que estavam na gaveta &#8230;
Diz não às drogas! 

Posso dizer que este foi um tr]]></description>
<content:encoded><![CDATA[<p>Alguns trabalhos que estavam na gaveta ...</p>
<h2 style="text-align:center;"><strong><span style="color:#ff0000;">Diz não às drogas! </span></strong></h2>
<p><span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/q-reIwR6nFs'></param><param name='wmode' value='transparent'></param><embed src='http://www.youtube.com/v/q-reIwR6nFs&rel=0' type='application/x-shockwave-flash' wmode='transparent' width='425' height='350'></embed></object></span></p>
<p style="text-align:justify;">Posso dizer que este foi um trabalho elaborado para uma cadeira de produção de video, e que a equipa (eu , e restantes autores) não teve qualquer apoio da parte do docente... é triste ter de criar video sem ter qualquer conhecimento técnico.</p>
<p style="text-align:justify;">Foi filmado com duas cameras DV e contou com muito improviso e boa disposição! ^^</p>
<p style="text-align:justify;">
<h2 style="text-align:center;"><strong><span style="color:#ff0000;">Área 51 </span></strong></h2>
<p><span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/GLM3nd5zVPc'></param><param name='wmode' value='transparent'></param><embed src='http://www.youtube.com/v/GLM3nd5zVPc&rel=0' type='application/x-shockwave-flash' wmode='transparent' width='425' height='350'></embed></object></span></p>
<p style="text-align:justify;">Este foi o meu primeiro projecto de 3D, com o software 3d studio max.</p>
<p style="text-align:justify;">Um pouco arcaico... mas tendo em conta o conhecimento do sotware na altura, está muito bom.</p>
<p style="text-align:justify;">
<p style="text-align:justify;">
]]></content:encoded>
</item>
<item>
<title><![CDATA[V-Ray, Autodesk, 3D Studio, 3D Studio MAX Tutorials]]></title>
<link>http://dubaiwebdesigner.wordpress.com/?p=3</link>
<pubDate>Wed, 01 Oct 2008 13:11:11 +0000</pubDate>
<dc:creator>sanju388</dc:creator>
<guid>http://dubaiwebdesigner.id.wordpress.com/2008/10/01/v-ray-autodesk-3d-studio-3d-studio-max-tutorials/</guid>
<description><![CDATA[
September 23, 2008 by sanju388





Camaras in V-ray
understanding step by step the camaras settin]]></description>
<content:encoded><![CDATA[<div class="posttitle">
<h2><span style="font-weight:normal;"><span style="color:#c0c0c0;">September 23, 2008 by </span><a title="Posts by sanju388" href="http://designeruae.wordpress.com/author/sanju388/"><span style="color:#c0c0c0;">sanju388</span></a></span><span style="color:#c0c0c0;"><br />
</span></h2>
</div>
<div class="entry">
<div class="snap_preview">
<p class="Style28"><span><img class="aligncenter" title="sanju388" src="http://tirad.com/images/vraylogo.jpg" alt="" width="321" height="150" /><span style="color:#c0c0c0;"><strong></strong></span></span></p>
<p class="Style28"><span><strong><span style="color:#c0c0c0;">Camaras in V-ray</span></strong></span></p>
<p class="Style33"><span><span style="color:#c0c0c0;">understanding step by step the camaras settings in V-ray</span></span></p>
<p class="Style18"><span><img class="aligncenter" src="http://tirad.com/images/vray_cameras.jpg" alt="" width="480" height="375" /></span></p>
<p class="Style18"><span><span class="Style29"><span style="color:#c0c0c0;">Image: © courtesy of Chaosgroup</span></span></span></p>
<p class="Style18"><span><span style="color:#c0c0c0;">The cameras in VRay generally define the rays that are cast into the scene, which essentially is how the scene is projected onto the screen. VRay supports several camera types: Standard, Spherical, Cylindrical (point), Cylindrical (ortho), Box and Fish eye. Orthographic views are supported too.</span></span></p>
<p><span class="Style10"><strong><span style="color:#c0c0c0;">Override FOV</span></strong></span><span style="color:#c0c0c0;"> - with this setting you can override the 3dsmax’s FOV angle. This is because some VRay camera types can take FOV ranges from 0 to 360 degrees, whereas the cameras in 3dsmax are limited to 180 degrees.</span></p>
<p><span class="Style10"><strong><span style="color:#c0c0c0;">FOV</span></strong></span><span style="color:#c0c0c0;"> - here you specify the FOV angle (only when Override FOV is turned on and the current camera type supports FOV angle).</span></p>
<p><span class="Style16"><span style="color:#c0c0c0;">Height </span></span><span style="color:#c0c0c0;">- here you can specify the height of the Cylindrical (ortho) camera. Note: this setting is available only when the Type is set to Cylindrical (ortho).</span></p>
<p><span class="Style16"><span style="color:#c0c0c0;">Auto-fit </span></span><span style="color:#c0c0c0;">- this setting controls the auto-fit option of the Fish-eye camera. When Auto-fit is enabled VRay will calculate the Dist value automatically so that the rendered image fits horizontally with the image’s dimensions.</span></p>
<p><span class="Style10"><strong><span style="color:#c0c0c0;">Dist</span></strong></span><span style="color:#c0c0c0;"> - this setting applies only to the Fish-eye camera. The Fish-eye camera is simulated as a Standard camera pointed to an absolutely reflective sphere (with a radius of 1.0) that reflects the scene into the camera’s shutter. The Dist value contorts how far is the camera from the sphere’s center (which is how much of the sphere will be captured by the camera). Note: this setting has no effect when the Auto-fit option is enabled.</span></p>
<p><span class="Style16"><span style="color:#c0c0c0;">Curve</span></span><span style="color:#c0c0c0;"> - this setting applies only to the Fish-eye camera. This setting contorts the way the rendered image is warped. A value of 1.0 corresponds to a real world Fish-eye camera. As the value approaches 0.0 the warping is increased. As the value approaches 2.0 the warping is reduced. Note: in fact this value controls the angle at which rays are reflected by the virtual sphere of the camera.</span></p>
<p class="Style18"><span><img class="aligncenter" src="http://tirad.com/images/vray_6cams.jpg" alt="" width="480" height="434" /><span style="color:#c0c0c0;"><br />
</span><span class="Style29"><span style="color:#c0c0c0;">Image: © courtesy of Chaosgroup</span></span></span></p>
<p class="Style18"><span><span style="color:#c0c0c0;"><br />
</span><span class="Style10"><strong><span style="color:#c0c0c0;">Type</span></strong></span><span style="color:#c0c0c0;"> - from this list you can select the type of the camera. The available types are Standard, Spherical, Cylindrical (point), Cylindrical (ortho), Box, Fish eye. See the Examples section for a more detailed discussion on camera types.<br />
Standard - this is a standard pinhole camera.<br />
Spherical - this is a spherical camera which means that the camera lenses has spherical form.<br />
Cylindrical (point) - with this type of camera all rays have a common origin - they are cast from the center of the cylinder. In the vertical direction the camera acts as a pinhole camera and in the horizontal direction it acts as a spherical camera.<br />
Cylindrical (ortho) - in vertical direction the camera acts as an orthographic view and in the horizontal direction it acts as a spherical camera.<br />
Box - the box camera is simply 6 standard cameras placed on the sides of a box. This type of camera is excellent for generation of environment maps for cube mapping. It may be very useful for GI too - you can calculate the irradiance map with a Box camera, save it to file and you can reuse it with a Standard camera that can be pointed at any direction.<br />
Fish eye - this special type of camera captures the scene as if it is normal pinhole camera pointed at an absolutely reflective sphere which reflects the scene into the camera’s shutter. You can use the Dist/FOV settings to control what part of the sphere will be captured by the camera. The red arc in the diagram corresponds to the FOV angle. Note that the sphere has always a radius of 1.0.<br />
Depth of field<br />
On - turns the depth-of-field effect on.</span></span></p>
<p class="Style18"><span><img class="aligncenter" src="http://tirad.com/images/vrayschema_cams.jpg" alt="" width="480" height="282" /><span style="color:#c0c0c0;"><br />
</span><span class="Style29"><span style="color:#c0c0c0;">Image: © courtesy of Chaosgroup</span></span></span></p>
<p class="Style18"><span><span style="color:#c0c0c0;"><br />
</span><span class="Style10"><strong><span style="color:#c0c0c0;">Aperture</span></strong></span><span style="color:#c0c0c0;"> - this is the size of the virtual camera aperture, in world units. Small aperture sizes reduce the DOF effect, larger sizes produce more blur.</span></span></p>
<p><span class="Style10"><strong><span style="color:#c0c0c0;">Center bias</span></strong></span><span style="color:#c0c0c0;"> - this determines the uniformity of the DOF effect. A value of 0.0 means that light passes uniformly through the aperture. Positive values mean that light is concentrated towards the rim of the aperture, while negative values concentrate light at the center.</span></p>
<p><span class="Style16"><span style="color:#c0c0c0;">Focal distance</span></span><span style="color:#c0c0c0;"> - determines the distance from the camera at which objects will be in perfect focus. Objects closer or farther than that distance will be blurred.</span></p>
<p><span class="Style10"><strong><span style="color:#c0c0c0;">Get from camera</span></strong></span><span style="color:#c0c0c0;"> - when this option is on, the Focal distance is determined from the camera target, if the rendering is done froma camera view.</span></p>
<p><span class="Style10"><strong><span style="color:#c0c0c0;">Sides</span></strong></span><span style="color:#c0c0c0;"> - this option allows you to simulate the polygonal shape of the aperture of real-world cameras. When this option is off, the shape is assumed to be perfectly circular.</span></p>
<p><span class="Style16"><span style="color:#c0c0c0;">Rotation</span></span><span style="color:#c0c0c0;"> - specifies the orientation of the aperture shape.</span></p>
<p><span class="Style16"><span style="color:#c0c0c0;">Anisotropy</span></span><span style="color:#c0c0c0;"> - this option allows the stretching of the bokeh effect horizontally or vertically. Positive values stretch the effect in the vertical direction. Negative values stretch it in the horizontal direction.</span></p>
<p><span class="Style16"><span style="color:#c0c0c0;">Subdivs</span></span><span style="color:#c0c0c0;"> - controls the quality of the DOF effect. Lower values are computed faster, but produce more noise in the image. Higher values smooth out the noise, but take more time to render. Note that the quality of sampling also depends on the settings of the QMC sampler as well as on the chosen Image sampler.<br />
Motion blur<br />
On - turns motion blur on.</span></p>
<p><span class="Style16"><span style="color:#c0c0c0;">Duration</span></span><span style="color:#c0c0c0;"> - specifies the duration, in frames, during which the camera shutter is open.</span></p>
<p><span class="Style10"><strong><span style="color:#c0c0c0;">Interval center</span></strong></span><span style="color:#c0c0c0;"> - specifies the middle of the motion blur interval with respect to the 3dsmax frame. A value of 0.5 means that the middle of the motion blur interval is halfway between the frames. A value of 0.0 means that the middle of the interval is at the exact frame position.</span></p>
<p><span class="Style16"><span style="color:#c0c0c0;">Bias</span></span><span style="color:#c0c0c0;"> - this controls the bias of the motion blur effect. A value of 0.0 means that the light passes uniformly during the whole motion blur interval. Positive values mean that light is concentrated towards the end of the interval, while negative values concentrate light towards the beginning.</span></p>
<p><span class="Style16"><span style="color:#c0c0c0;">Prepass samples</span></span><span style="color:#c0c0c0;"> - this controls how many samples in time will be computed during irradiance map calculations.</span></p>
<p><span class="Style16"><span style="color:#c0c0c0;">Blur particles as mesh</span></span><span style="color:#c0c0c0;"> - this option controls the blurring of particle systems. When this is on, particles will be blurred like normal meshes. However, many particle systems change the number of particles between frames. You can turn off this option to compute the motion blur from the velocity of the particles instead.</span></p>
<p><span class="Style16"><span style="color:#c0c0c0;">Geometry samples</span></span><span style="color:#c0c0c0;"> - this determines the number of geometry segments used to approximate motion blur. Objects are assumed to move linearly between geometry samples. For fast rotating objects, you need to increase this to get correct motion blur. Note that more geometry samples increase the memory consumption, since more geometry copies are kept in memory.</span></p>
<p><span class="Style16"><span style="color:#c0c0c0;">Subdivs</span></span><span style="color:#c0c0c0;"> - determines the quality of the motion blur. Lower values are computed faster, but produce more noise in the image. Higher values smooth out the noise, but take more time to render. Note that the quality of sampling also depends on the settings of the QMC sampler as well as on the chosen Image sampler.<br />
Notes<br />
• Depth of field is supported only for the Standard camera type. Other camera types do not produce depth of field effect at this time.<br />
• When DOF and motion blur are both enabled, they are sampled together using the higher of the two Subdivs parameters.</span></p>
<p><span><span class="Style27"><em><span style="color:#c0c0c0;">A free version of V-ray (1.09.03)is avaiable</span></em></span><span style="color:#c0c0c0;"> </span><a class="Style1" href="http://www.chaosgroup.com/support/" target="_blank"><strong><span style="color:#c0c0c0;">here</span></strong></a><span style="color:#c0c0c0;"> </span><span class="Style27"><em><span style="color:#c0c0c0;">(must login first)</span></em></span></span></p>
<p><span><span class="Style27"><em><span style="color:#c0c0c0;">A demo version of the last released version of V-ray (1.47.05)is avaiable</span></em></span><span style="color:#c0c0c0;"> </span><a class="Style1" href="http://www.chaosgroup.com/support/" target="_blank"><strong><span style="color:#c0c0c0;">here</span></strong></a><span class="Style27"><em><span style="color:#c0c0c0;">(must login first)</span></em></span></span></div>
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<title><![CDATA[Free Vector Backgrounds]]></title>
<link>http://webdesignuae.wordpress.com/?p=20</link>
<pubDate>Wed, 01 Oct 2008 12:52:55 +0000</pubDate>
<dc:creator>sanju388</dc:creator>
<guid>http://webdesignuae.id.wordpress.com/2008/10/01/free-vector-backgrounds/</guid>
<description><![CDATA[ 


Please Download Free Vector Backgrounds,
 All the files are in EPS vector format, and the previ]]></description>
<content:encoded><![CDATA[<p> </p>
<div id="post_header">
<div class="post_title">
<h2><span style="color:#808080;">Please Download Free Vector Backgrounds,</span></h2>
<h2><span style="color:#808080;font-weight:normal;"> All the files are in EPS vector format, and the preview has the name as the vector file you want.</span></h2>
</div>
</div>
<div class="post_content">
<p><a href="http://rapidshare.com/files/143953534/Vector_Sports_Backgrounds.zip"><strong><span style="color:#008080;">Download</span></strong></a></p>
<p><span style="color:#808080;"><a href="http://designeruae.wordpress.com/"><img class="alignleft" title="Free Vector Graphics" src="http://i35.tinypic.com/2q2gwt3.jpg" alt="Free Vector Graphics" width="347" height="431" /></a></span></div>
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<title><![CDATA[Evermotion]]></title>
<link>http://lalejacreativa.wordpress.com/?p=321</link>
<pubDate>Mon, 29 Sep 2008 19:26:29 +0000</pubDate>
<dc:creator>Juanma</dc:creator>
<guid>http://lalejacreativa.id.wordpress.com/2008/09/29/evermotion/</guid>
<description><![CDATA[

Antes de entrar a este enlace, coged aire, os hará falta,  ya que encontraréis un website habit]]></description>
<content:encoded><![CDATA[<p><img class="alignnone" src="http://www.evermotion.org/tutorials/texturing/leather/obr_05_s.gif" alt="" width="445" height="379" /></p>
<p><img class="alignnone" src="http://www.evermotion.org/tutorials/texturing/leather/final_01_s.jpg" alt="" width="445" height="380" /></p>
<p>Antes de entrar a este enlace, coged aire, os hará falta,  ya que encontraréis un website habitado por modelos 3D, texturas, tutoriales, arquitectura, gráficos 3D, Vray, 3ds max, un foro, secciones exclusivas, galería de imágenes de usuarios, making of, render, animaciones, video tutoriales, etc., etc.</p>
<p>Nota: Está todo en inglés, pero vamos, que el idioma no debe de ser inconveniente para entrar a esta web.</p>
<p>Creo que unas cuantas imágenes bastarán para que comprendáis lo que quiero decir.</p>
<p><img class="alignnone" src="http://www.evermotion.org:8080/exclusiv/MOFHotelPalace/modeling_03.jpg" alt="" width="498" height="154" /></p>
<p><img class="alignnone" src="http://www.evermotion.org:8080/exclusiv/mofPV3Jet/14.jpg" alt="" width="592" height="320" /></p>
<p><img class="alignnone" src="http://www.evermotion.org:8080/exclusiv/mofHellYeah/03.jpg" alt="" width="590" height="397" /></p>
<p><img class="alignnone" src="http://evermotion.org:8080/exclusiv/makingOfGuitar/bigImage.jpg" alt="" width="590" height="443" /></p>
<p><a href="http://www.evermotion.org/" target="_blank"><br />
</a></p>
<p><a href="http://www.evermotion.org/" target="_blank">Evermotion.org</a></p>
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<title><![CDATA[Exporting from 3ds max to XNA]]></title>
<link>http://cgarena.wordpress.com/?p=201</link>
<pubDate>Mon, 29 Sep 2008 07:47:13 +0000</pubDate>
<dc:creator>ashras99</dc:creator>
<guid>http://cgarena.id.wordpress.com/2008/09/29/exporting-from-3ds-max-to-xna/</guid>
<description><![CDATA[In this tutorial learn how to export the animated models with biped from 3ds max to Microsoft XNA
ht]]></description>
<content:encoded><![CDATA[<p>In this tutorial learn how to export the animated models with biped from 3ds max to Microsoft XNA</p>
<p><a href="http://www.cgarena.com/freestuff/tutorials/max/xna/index.html">http://www.cgarena.com/freestuff/tutorials/max/xna/index.html</a></p>
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<title><![CDATA[Modelando con figuras básicas en 3DS MAX]]></title>
<link>http://designaid.wordpress.com/?p=213</link>
<pubDate>Mon, 29 Sep 2008 02:17:16 +0000</pubDate>
<dc:creator>Luis Suarez</dc:creator>
<guid>http://designaid.id.wordpress.com/2008/09/29/modelando-con-figuras-basicas-en-3ds-max/</guid>
<description><![CDATA[Cuando empezamos a trabajar por primera vez con el modelado en 3D a veces es complejo entender como ]]></description>
<content:encoded><![CDATA[<p><a href="http://designaid.wordpress.com/files/2007/08/pildora_max.gif"><img class="alignleft size-full wp-image-65" title="pildora_max" src="http://designaid.wordpress.com/files/2007/08/pildora_max.gif" alt="" width="80" height="37" /></a>Cuando empezamos a trabajar por primera vez con el modelado en 3D a veces es complejo entender como funciona el espacio. Asi que las mejor manera de entenderlo es jugar con ese espacio. Anteriormente ya vimos como usar la <a href="http://designaid.wordpress.com/2007/10/05/modelando-por-extrusion-con-3ds-max/" target="_blank">técnica de la extrusión</a> para crear volumenes asi que ahora  toca hacer una practica muy simple en la que podemos <span style="text-decoration:line-through;">jugar </span>digo... hacer en 3DS MAX y es modelar con las figuras básicas. Existen varias figuras básicas (polígonos) que puedes usar para crear artes sencillos y asi conocer un poco más de la mecánica de trabajo del programa. Usaré la version 8 pero el procedimiento es el mismo en cualquier versión de 3DS MAX.</p>
[caption id="attachment_381" align="aligncenter" width="269" caption="No se si es un diablito o un extraterrestre...lo que si les puedo decir es que es fácil de hacer con las figuras básicas de 3DS MAX."]<a href="http://designaid.wordpress.com/files/2008/09/bicho.jpg"><img class="size-full wp-image-381" title="bicho" src="http://designaid.wordpress.com/files/2008/09/bicho.jpg" alt="No se si es un diablito o un extraterrestre...lo que si les puedo decir es que es facil de hacer con las figuras básicas de 3DS MAX." width="269" height="278" /></a>[/caption]
<p>Empecemos...<br />
<!--more--></p>
<p>Entre las figuras básicas que podemos crear están los <em>primitivos standart</em> como:</p>
<ul>
<li>Box (caja)</li>
<li>Cone (cono)</li>
<li>Sphere (esfera)</li>
<li>Geosphere (geoesfera)</li>
<li>Cilynder (cilindro)</li>
<li>Tube (tubo)</li>
<li>Torus (dona)</li>
<li>Pyramid (pirámide)</li>
<li>Teapot (una tetera) -no muy útil pero ya un ícono de 3D studio cuando se creo-</li>
<li>Plane (plano)</li>
</ul>
<p>Los otros tipos de figuras básicas que podemos crear son los <em>primitivos extendidos</em> como:</p>
<ul>
<li>Hedra (Doble piramide)</li>
<li>ChamferBox (cubo con esquinas redondeadas)</li>
<li>Oiltank (es una forma parecida a un tanque)</li>
<li>Spindle (parecido a un cilindro pero con tope y fondo cónico)</li>
<li>Gengon (un cilindro con lados cuadrados)</li>
<li>Ringwave (es un anillo con el interior entrecortado)</li>
<li>Prism (un prisma)</li>
<li>Torus Knot (un figura de lazos entrelados)</li>
<li>ChamferCyl (cilindro con lados cuadrados que se pueden suavizar)</li>
<li>Capsule (si algun dia necesitas dibujar una pildora esta es la herramienta)</li>
<li>L-Ext (una figura en forma de letra L)</li>
<li>CExt (lo mismo que la anterior pero en forma de C)</li>
<li>Hose (es una forma de acordeón)</li>
</ul>
<p>Todas estas son figuras básicas que podemos usar para iniciar los modelados o para complementar lo que ya creamos. Estas son todas:</p>
[caption id="attachment_357" align="aligncenter" width="269" caption="Estas son las figuras basicas para jugar en 3DS MAX. a jugar!"]<a href="http://designaid.wordpress.com/files/2008/09/primitive.gif"><img class="size-full wp-image-357" title="primitive" src="http://designaid.wordpress.com/files/2008/09/primitive.gif" alt="Estas son las figuras basicas para jugar en 3DS MAX. a jugar!" width="269" height="278" /></a>[/caption]
<p>Todavia podemos crear muchas más figuras complejas, sin embargo si estas empezando a trabajar con 3DS MAX es bueno empezar con las básicas. y trabajar con ellas es bien simple ya que todas se controlan de la misma manera. Veamos por ejemplo la figura basica del cilindro....como lo creamos y controlamos:</p>
<p><strong>PASO 1:</strong> Crea un documento nuevo y vete al panel derecho: haz click en crear (ver 1 en la figura) luego click en el botón geometria (ver 2 en la figura)  luego click en el desplegable para seleccionar <em>Standart primitives </em>(ver 3 en la figura) y por último click en el botón <em>Cylinder </em>(ver 4 en la figura)</p>
[caption id="attachment_372" align="aligncenter" width="269" caption="Solo sigue estos simples pasos para crear seleccionar la herramienta y crear el cilindro."]<a href="http://designaid.wordpress.com/files/2008/09/crear_cilindro1.gif"><img class="size-full wp-image-372" title="crear_cilindro1" src="http://designaid.wordpress.com/files/2008/09/crear_cilindro1.gif" alt="Solo sigue estos simples pasos para crear seleccionar la herramienta y crear el cilindro." width="269" height="278" /></a>[/caption]
<p><strong>PASO 2:</strong> Ya tenemos lista la herramienta. Ahora sólo es cuestión de seleccionar un Viewport (una de las 4 ventandas de trabajo) para crear la figura. Yo voy a usar el Viewport llamado TOP para ver la figura desde arriba, de esta forma es más fácil ver como la figura se crea. Ahora sólo haz un click y sostén el click para crear la base del cilindro, luego suelta el click para empezar a dibujar la altura del cilindro. La mayoria de las figuras se crean sosteniendo el click para controlar la altura, las aristas, el grosor, etc.</p>
[caption id="attachment_363" align="aligncenter" width="269" caption="Listo. Ya está listo el cilindro. fijate como se ve el Viewport de Perspectiva."]<a href="http://designaid.wordpress.com/files/2008/09/cilindro.gif"><img class="size-full wp-image-363" title="cilindro" src="http://designaid.wordpress.com/files/2008/09/cilindro.gif" alt="Listo. Ya está listo el cilindro. fijate como se ve el Viewport de Perspectiva." width="269" height="278" /></a>[/caption]
<p><strong>PASO 3:</strong> Ya el polígono esta listo. Ahora si por casualidad necesitas modificar su ancho, altura, número de caras, etc. lo puedes hacer facilito mediante el menu de modificar. Solo tienes que hacer click aqui:</p>
[caption id="attachment_374" align="aligncenter" width="269" caption="Listo. Ahora fijate las opciones que te aparecen abajo en esa misma columna. solo es cuestion de cambiar estos valores y ajustar tu poligono."]<a href="http://designaid.wordpress.com/files/2008/09/menu-modificar.gif"><img class="size-full wp-image-374" title="menu-modificar" src="http://designaid.wordpress.com/files/2008/09/menu-modificar.gif" alt="Listo. Ahora fijate las opciones que te aparecen abajo en esa misma columna. solo es cuestion de cambiar estos valores y ajustar tu poligono." width="269" height="450" /></a>[/caption]
<p>Estos son los pasos necesarios para crear y controlar los polígonos básicos en 3DS MAX. Ahora el siguiente paso que necesitamos es conocer las herramientas de control que son las que tienen todos los programas de diseño que usarmos: las herramientas para Seleccionar, mover, rotar, y escalar. Estas las consigues en la parte superior de la interfaz:</p>
[caption id="attachment_376" align="aligncenter" width="269" caption="Con estas herramientas puedes controlar tus poligonos y colocarlos donde quieras para formar mas figuras. a crear!"]<a href="http://designaid.wordpress.com/files/2008/09/selecc.gif"><img class="size-full wp-image-376" title="selecc" src="http://designaid.wordpress.com/files/2008/09/selecc.gif" alt="Con estas herramientas puedes controlar tus poligonos y colocarlos donde quieras para formar mas figuras. a crear!" width="269" height="278" /></a>[/caption]
<p>Ahora puedes con todo esto jugar como si fuesen piezas de madera con los que jugaban nuestros abuelos... sólo que ahora son digitales. Las figuras que puedes crear con ellas te pueden dar nuevas ideas para tus artes y te permiten entender como se visualiza y se entiende el espacio tridimensional. Si quieres obtener una imagen o un Render de lo que estas haciendo presiona en el teclado las teclas <em>SHIFT-Q</em> y veras una ventana con el render del viewport que tengas seleccionado. Para salvar tu imagen sólo haz click en el botón del disquette que está en la ventana que te aparecerá y salva una imagen de tus poligonos.</p>
<p>Ahora sólo resta probar con las figuras. Yo usé algunos de estos poligonos básicos para crear la figura del post. Aqui les muestro la posición de cada una de ellas:</p>
[caption id="attachment_379" align="aligncenter" width="269" caption="Estos son los rayos X de la ubicacion de los poligonos basicos del diablito/extraterrestre. "]<a href="http://designaid.wordpress.com/files/2008/09/bicho.gif"><img class="size-full wp-image-379" title="bicho" src="http://designaid.wordpress.com/files/2008/09/bicho.gif" alt="Estos son los rayos X de la ubicacion de los poligonos basicos del diablito/extraterrestre. " width="269" height="278" /></a>[/caption]
<p>No es dificil...es suuuuper fácil. Sólo necesitas algo de tiempo y dedicación ;) mas adelante veremos otras tecnicas para modelar con 3DS MAX, asi como también el manejo y aplicación de texturas.</p>
<p>saludos a todos.</p>
<p>Luis S.</p>
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<title><![CDATA[CGI 3D Animated Interior Project]]></title>
<link>http://jonathanjoly.wordpress.com/?p=9</link>
<pubDate>Thu, 25 Sep 2008 18:00:20 +0000</pubDate>
<dc:creator>jonathanjoly</dc:creator>
<guid>http://jonathanjoly.id.wordpress.com/2008/09/25/cgi-3d-animated-interior-project/</guid>
<description><![CDATA[CGI 3D Animated Interior College Project for Final HND.

]]></description>
<content:encoded><![CDATA[<p>CGI 3D Animated Interior College Project for Final HND.<br />
<span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/KUOWOEGEkEs'></param><param name='wmode' value='transparent'></param><embed src='http://www.youtube.com/v/KUOWOEGEkEs&rel=0' type='application/x-shockwave-flash' wmode='transparent' width='425' height='350'></embed></object></span></p>
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<title><![CDATA[V-Ray, Autodesk, 3D Studio, 3D Studio MAX Tutorials]]></title>
<link>http://designeruae.wordpress.com/?p=179</link>
<pubDate>Tue, 23 Sep 2008 13:25:20 +0000</pubDate>
<dc:creator>sanju388</dc:creator>
<guid>http://designeruae.id.wordpress.com/2008/09/23/v-ray-autodesk-3d-studio-3d-studio-max-tutorials/</guid>
<description><![CDATA[
Camaras in V-ray 
understanding step by step the camaras settings in V-ray

Image: © courtesy of C]]></description>
<content:encoded><![CDATA[<p class="Style28" style="text-align:center;"><span style="color:#666699;"><img class="aligncenter" title="sanju388" src="http://tirad.com/images/vraylogo.jpg" alt="" width="321" height="150" /><strong></strong></span></p>
<p class="Style28"><span style="color:#666699;"><strong>Camaras in V-ray </strong></span></p>
<p class="Style33"><span style="color:#666699;">understanding step by step the camaras settings in V-ray</span></p>
<p class="Style18" style="text-align:center;"><span style="color:#666699;"><img class="aligncenter" src="http://tirad.com/images/vray_cameras.jpg" alt="" width="480" height="375" /></span></p>
<p class="Style18"><span style="color:#666699;"><span class="Style29">Image: © courtesy of Chaosgroup</span></span></p>
<p class="Style18"><span style="color:#666699;">The cameras in VRay generally define the rays that are cast into the scene, which essentially is how the scene is projected onto the screen. VRay supports several camera types: Standard, Spherical, Cylindrical (point), Cylindrical (ortho), Box and Fish eye. Orthographic views are supported too.</span></p>
<p><span class="Style10"><strong>Override FOV</strong></span> - with this setting you can override the 3dsmax's FOV angle. This is because some VRay camera types can take FOV ranges from 0 to 360 degrees, whereas the cameras in 3dsmax are limited to 180 degrees.</p>
<p><span class="Style10"><strong>FOV</strong></span> - here you specify the FOV angle (only when Override FOV is turned on and the current camera type supports FOV angle).</p>
<p><span class="Style16">Height </span>- here you can specify the height of the Cylindrical (ortho) camera. Note: this setting is available only when the Type is set to Cylindrical (ortho).</p>
<p><span class="Style16">Auto-fit </span>- this setting controls the auto-fit option of the Fish-eye camera. When Auto-fit is enabled VRay will calculate the Dist value automatically so that the rendered image fits horizontally with the image's dimensions.</p>
<p><span class="Style10"><strong>Dist</strong></span> - this setting applies only to the Fish-eye camera. The Fish-eye camera is simulated as a Standard camera pointed to an absolutely reflective sphere (with a radius of 1.0) that reflects the scene into the camera's shutter. The Dist value contorts how far is the camera from the sphere's center (which is how much of the sphere will be captured by the camera). Note: this setting has no effect when the Auto-fit option is enabled.</p>
<p><span class="Style16">Curve</span> - this setting applies only to the Fish-eye camera. This setting contorts the way the rendered image is warped. A value of 1.0 corresponds to a real world Fish-eye camera. As the value approaches 0.0 the warping is increased. As the value approaches 2.0 the warping is reduced. Note: in fact this value controls the angle at which rays are reflected by the virtual sphere of the camera.</p>
<p class="Style18" style="text-align:center;"><span style="color:#666699;"><img class="aligncenter" src="http://tirad.com/images/vray_6cams.jpg" alt="" width="480" height="434" /><br />
<span class="Style29">Image: © courtesy of Chaosgroup</span></span></p>
<p class="Style18"><span style="color:#666699;"><br />
<span class="Style10"><strong>Type</strong></span> - from this list you can select the type of the camera. The available types are Standard, Spherical, Cylindrical (point), Cylindrical (ortho), Box, Fish eye. See the Examples section for a more detailed discussion on camera types.<br />
Standard - this is a standard pinhole camera.<br />
Spherical - this is a spherical camera which means that the camera lenses has spherical form.<br />
Cylindrical (point) - with this type of camera all rays have a common origin - they are cast from the center of the cylinder. In the vertical direction the camera acts as a pinhole camera and in the horizontal direction it acts as a spherical camera.<br />
Cylindrical (ortho) - in vertical direction the camera acts as an orthographic view and in the horizontal direction it acts as a spherical camera.<br />
Box - the box camera is simply 6 standard cameras placed on the sides of a box. This type of camera is excellent for generation of environment maps for cube mapping. It may be very useful for GI too - you can calculate the irradiance map with a Box camera, save it to file and you can reuse it with a Standard camera that can be pointed at any direction.<br />
Fish eye - this special type of camera captures the scene as if it is normal pinhole camera pointed at an absolutely reflective sphere which reflects the scene into the camera's shutter. You can use the Dist/FOV settings to control what part of the sphere will be captured by the camera. The red arc in the diagram corresponds to the FOV angle. Note that the sphere has always a radius of 1.0.<br />
Depth of field<br />
On - turns the depth-of-field effect on.</span></p>
<p class="Style18" style="text-align:center;"><span style="color:#666699;"><img class="aligncenter" src="http://tirad.com/images/vrayschema_cams.jpg" alt="" width="480" height="282" /><br />
<span class="Style29">Image: © courtesy of Chaosgroup</span></span></p>
<p class="Style18"><span style="color:#666699;"><br />
<span class="Style10"><strong>Aperture</strong></span> - this is the size of the virtual camera aperture, in world units. Small aperture sizes reduce the DOF effect, larger sizes produce more blur.</span></p>
<p><span class="Style10"><strong>Center bias</strong></span> - this determines the uniformity of the DOF effect. A value of 0.0 means that light passes uniformly through the aperture. Positive values mean that light is concentrated towards the rim of the aperture, while negative values concentrate light at the center.</p>
<p><span class="Style16">Focal distance</span> - determines the distance from the camera at which objects will be in perfect focus. Objects closer or farther than that distance will be blurred.</p>
<p><span class="Style10"><strong>Get from camera</strong></span> - when this option is on, the Focal distance is determined from the camera target, if the rendering is done froma camera view.</p>
<p><span class="Style10"><strong>Sides</strong></span> - this option allows you to simulate the polygonal shape of the aperture of real-world cameras. When this option is off, the shape is assumed to be perfectly circular.</p>
<p><span class="Style16">Rotation</span> - specifies the orientation of the aperture shape.</p>
<p><span class="Style16">Anisotropy</span> - this option allows the stretching of the bokeh effect horizontally or vertically. Positive values stretch the effect in the vertical direction. Negative values stretch it in the horizontal direction.</p>
<p style="text-align:center;"><span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/nA-kBI-oWlE'></param><param name='wmode' value='transparent'></param><embed src='http://www.youtube.com/v/nA-kBI-oWlE&rel=0' type='application/x-shockwave-flash' wmode='transparent' width='425' height='350'></embed></object></span></p>
<p><span class="Style16">Subdivs</span> - controls the quality of the DOF effect. Lower values are computed faster, but produce more noise in the image. Higher values smooth out the noise, but take more time to render. Note that the quality of sampling also depends on the settings of the QMC sampler as well as on the chosen Image sampler.<br />
Motion blur<br />
On - turns motion blur on.</p>
<p><span class="Style16">Duration</span> - specifies the duration, in frames, during which the camera shutter is open.</p>
<p><span class="Style10"><strong>Interval center</strong></span> - specifies the middle of the motion blur interval with respect to the 3dsmax frame. A value of 0.5 means that the middle of the motion blur interval is halfway between the frames. A value of 0.0 means that the middle of the interval is at the exact frame position.</p>
<p><span class="Style16">Bias</span> - this controls the bias of the motion blur effect. A value of 0.0 means that the light passes uniformly during the whole motion blur interval. Positive values mean that light is concentrated towards the end of the interval, while negative values concentrate light towards the beginning.</p>
<p><span class="Style16">Prepass samples</span> - this controls how many samples in time will be computed during irradiance map calculations.</p>
<p><span class="Style16">Blur particles as mesh</span> - this option controls the blurring of particle systems. When this is on, particles will be blurred like normal meshes. However, many particle systems change the number of particles between frames. You can turn off this option to compute the motion blur from the velocity of the particles instead.</p>
<p><span class="Style16">Geometry samples</span> - this determines the number of geometry segments used to approximate motion blur. Objects are assumed to move linearly between geometry samples. For fast rotating objects, you need to increase this to get correct motion blur. Note that more geometry samples increase the memory consumption, since more geometry copies are kept in memory.</p>
<p><span class="Style16">Subdivs</span> - determines the quality of the motion blur. Lower values are computed faster, but produce more noise in the image. Higher values smooth out the noise, but take more time to render. Note that the quality of sampling also depends on the settings of the QMC sampler as well as on the chosen Image sampler.<br />
Notes<br />
• Depth of field is supported only for the Standard camera type. Other camera types do not produce depth of field effect at this time.<br />
• When DOF and motion blur are both enabled, they are sampled together using the higher of the two Subdivs parameters.</p>
<p><span style="color:#666699;"> <span class="Style27"><em>A free version of V-ray (1.09.03)is avaiable</em></span> <a class="Style1" href="http://www.chaosgroup.com/support/" target="_blank"><strong>here</strong></a> <span class="Style27"><em>(must login first) </em></span></span></p>
<p><span style="color:#666699;"><span class="Style27"><em>A demo version of the last released version of V-ray (1.47.05)is avaiable</em></span> <a class="Style1" href="http://www.chaosgroup.com/support/" target="_blank"><strong>here</strong></a> <span class="Style27"><em>(must login first) </em></span></span></p>
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<title><![CDATA[Photoshop CS4 Extended: a first look ]]></title>
<link>http://designeruae.wordpress.com/?p=171</link>
<pubDate>Tue, 23 Sep 2008 12:06:41 +0000</pubDate>
<dc:creator>sanju388</dc:creator>
<guid>http://designeruae.id.wordpress.com/2008/09/23/photoshop-cs4-extended-a-first-look/</guid>
<description><![CDATA[
After spending a few weeks working with a beta version, I&#8217;ve concluded that there&#8217;s jus]]></description>
<content:encoded><![CDATA[<p><span style="color:#333333;"><a href="http://designeruae.wordpress.com/wp-admin/designeruae.wordpress.com"><img class="storyLeadThumb alignleft" src="http://reviews.zdnet.co.uk/i/z5/rv/2008/09/adobe_pse_cs4_thumb.jpg" alt="sanju388" width="147" height="110" /></a></span></p>
<p><span style="color:#333333;">After spending a few weeks working with a beta version, I've concluded that there's just enough that's better in the CS4 updates to <strong><a href="http://www.adobe.com/uk/products/photoshop/photoshop/">Photoshop</a></strong> and <strong><a href="http://www.adobe.com/uk/products/photoshop/photoshopextended/">Photoshop Extended</a></strong> — most notably, usability improvements for core features — that many people will find themselves sighing, biting the bullet, and upgrading. That bullet-biting stems from Adobe's traditionally steep upgrade pricing — in this case, £139 (ex. VAT) for <strong>Photoshop</strong> and £275 (ex. VAT) for <strong>Photoshop Extended </strong>— combined with the knowledge that in 18 months Adobe will be asking for another upgrade because it only partly ported over the interface changes and that 2009's latest version will have delivered on the promises of this version's technology upgrades.</span></p>
<div id="resultRelatedContainer39492785" class="findBox">
<p><span style="color:#333333;"><span><a href="//reviews.zdnet.co.uk/software/contentcreation/0,1000001068,39492785,00.htm')">Show related articles</a></span></span></div>
<p><span style="color:#333333;">In some ways, this version feels like a necessary evil. Adobe has obviously put a lot of work into it, but most of it is under the surface — way under the surface from the perspective of the everyday user. The entire 3D engine (in Extended) has been migrated from a PDF-based architecture to OpenGL, and the company has seeded OpenGL support throughout the application. The panels architecture is now extensible via Flash, allowing Adobe, or third parties, to create their own panels or modify some of the existing ones. And via the release of the Pixel Bender SDK, the filter library is not only extensible but has integrated GPU and multi-core acceleration. All of this is essential in order to allow future versions of <strong>Photoshop</strong> to evolve. However, the move to support 64-bit Windows, and multi-touch inputs and 16-bit printing on the Mac, are probably the only technology changes that will significantly impact users of this version.</span></p>
<p><span style="color:#333333;">Extended users will benefit more immediately from these underlying changes than Standard users. For the latter, OpenGL support primarily manifests itself as some whizzy screen zooming and rotation tools that demo impressively but are unlikely to be used much. However, Adobe has greatly improved Extended's 3D support. It now offers most of the essential render settings and view controls, plus the ability to create primitives (and extend the library of primitives), necessary to work with 3D models. You edit and paint on textures simply by double-clicking on them in the Layers palette, then see your changes applied when you toggle back to the model — not quite real-time, interactive painting, but close enough for now. And now there's basic keyframe animation for 3D scenes. Still there's room for improvement: it needs better lighting handling and the ability to tile textures, and several aspects of the interface, like the Rendering options, are still far too dialogue-driven.</span></p>
<p><span style="color:#333333;">That mixture of real-time and dialogue-driven still permeates the interface of Photoshop in general, despite some advances. For example, if you use Photoshop for web or print production work, the move to modeless Adjustment and Masks panels for real-time adjustments and previewing of changes in mask feathering and density is potentially a huge time-saver. But all the ancillary operations, such as the Radius, Contrast, Smooth, (another) Feather and Contract/Expand parameters controlled by Refine Mask, remain in a modal dialogue box.</span></p>
<p><span style="color:#333333;">So while there are a few tweaks, such as the new tabbed windows (you can still float them, though) and jarring all-caps text, long-time users won't encounter a lot to slow down their workflow. On the upside, tool shortcut keys now behave in what Adobe refers to as a 'spring loaded' fashion. That means that if you hold down the shortcut key for one tool while another is selected in the toolbar, it temporarily overrides the toolbar until you release the key. Very nice. On the other hand, I don't particularly like the iconic representations of the adjustments in the new panel — you can't tell what they are without mousing over them and reading the text — but you can just ignore them and use the adjustment layer pop-up on the Layers palette as always.</span></p>
<p><span style="color:#333333;">Aside from the real-time adjustments, there's not a lot new here for Photoshop's core photo-editing audience.<strong> Adobe Camera Raw </strong>is now up to version 5, and has been brought more into sync with the way Lightroom handles files. It includes local retouching brushes like that application, although I suspect the quick fixes for which they're intended are less important when opening into Photoshop than in Lightroom. And now that you've trained yourself not to use Dodge, Burn and Sponge — because they've worked so poorly for the last 10-plus versions — Adobe has fixed them, by limiting the areas of the tonal range to which they apply. The Vibrance control, a saturation adjustment that preserves skin tones and which has made it into all the other Adobe photo applications, finally comes to Photoshop as well.</span></p>
<p><span style="color:#333333;">Also useful (some might say overdue) the Clone Stamp and Healing brushes now display a preview of what it will be stamping or healing, and brush size in general is now interactive.</span></p>
<p><span style="color:#333333;">Adobe has also tweaked the Color Range Select tool, adding the ability to limit the selection to 'Localized Color Clusters'. It sounds nice, but I couldn't get it to work well in any meaningful way; rather than limit it to contiguous colours that meet the specified criteria, as I expected, it seemed to limit the range to a user-specified-size circle around a sample point. An extension of the old Auto Align and Auto Blend capabilities combines the sharpest areas of several layers of similar images, which Adobe promotes as delivering an extended depth-of-field image. In practice, you have to be very careful or end up with an odd mixture of blur and sharp that bears no resemblance to anything producible with a camera. Those image combination scripts have also been beefed up with vignette (edge darkening) and fish-eye distortion correction when creating panoramas.</span></p>
<p><span style="color:#333333;">Also nice in theory, but not so much in practice, is Content-Aware scaling, Adobe's implementation of seam-carving technology. This feature looks and acts like a first stab at an interesting capability; the results are unpredictable and frequently not up to the standards of a typical Photoshop user. Photoshop also has ostensibly better integration with Lightroom 2 (still in beta), but the workflow still seems fairly clunky to me. You make adjustments in LR, then save the metadata, open it in Photoshop, make changes and save; then you have to force a read of the metadata to update the display in LR. Given that LR 2 hasn't shipped yet, let's hope Adobe comes up with something a bit more elegant.</span></p>
<p><span style="color:#333333;">And, of course, there's the inevitable disappointment with the stuff Adobe hasn't changed, such as the poor print layout controls and embarrassingly primitive text handling. Performance conclusions will have to wait for final code, and only time will tell if Adobe has fixed its heinously annoying updater.</span></p>
<p><span style="color:#333333;"><img src="/DOCUME~1/ADMINI~1/LOCALS~1/Temp/moz-screenshot.jpg" alt="sanju388" /><img src="/DOCUME~1/ADMINI~1/LOCALS~1/Temp/moz-screenshot-1.jpg" alt="sanju388" /><img src="/DOCUME~1/ADMINI~1/LOCALS~1/Temp/moz-screenshot-2.jpg" alt="sanju388" /><img src="/DOCUME~1/ADMINI~1/LOCALS~1/Temp/moz-screenshot-3.jpg" alt="sanju388" />There's more, of course, but nothing that screams 'I'm going to make your life easier!' Which is why I suspect users will be sighing when they lay down the cash for the upgrade rather than eagerly anticipating all the fun times ahead. Maybe that will come with <strong>CS5</strong>, when the fruits of <strong>Adobe</strong>'s technological labours have ripened.</span></p>
<div class="picture4">
<p style="text-align:center;"><span style="color:#333333;"><img class="aligncenter" src="http://reviews.zdnet.co.uk/i/z5/rv/2008/09/adobe_pse_cs4_lead.jpg" alt="sanju388" width="128" height="96" /></span></p>
</div>
<p><span style="color:#333333;"><a class="link" href="http://reviews.zdnet.co.uk/software/contentcreation/0,1000001068,39492785,00.htm">Photoshop CS4 Extended: a first look</a></span></p>
<p><span style="color:#333333;">Is there enough new in Adobe's Photoshop CS4 to justify the upgrade price? Here are our first impressions.</span></p>
<div class="picture4">
<p style="text-align:center;"><span style="color:#333333;"><img class="aligncenter" src="http://reviews.zdnet.co.uk/i/z5/rv/2008/09/adobe_cs4_mc_lead.jpg" alt="sanju388" width="128" height="96" /></span></p>
</div>
<p><span style="color:#333333;"><a class="link" href="http://reviews.zdnet.co.uk/software/contentcreation/0,1000001068,39492780,00.htm">Adobe Creative Suite 4 Master Collection: a first look</a></span></p>
<p><span style="color:#333333;">Adobe's Creative Suite 4 updates over a dozen design and editing tools. The first of our previews examines the all-encompassing Master Collection.</span></p>
<div class="picture4">
<p style="text-align:center;"><span style="color:#333333;"><img class="aligncenter" src="http://reviews.zdnet.co.uk/i/z5/rv/2008/09/chrome_lead.jpg" alt="sanju388" width="128" height="96" /></span></p>
</div>
<p><span style="color:#333333;"><a class="link" href="http://reviews.zdnet.co.uk/software/productivity/0,1000001108,39483851,00.htm">Google Chrome (beta)</a></span></p>
<p><span style="color:#333333;">Google has launched Chrome, an open-source browser that sends a clear challenge to Microsoft in the way it lets users work with applications.</span></p>
<div class="picture4">
<p style="text-align:center;"><span style="color:#333333;"><img class="aligncenter" src="http://reviews.zdnet.co.uk/i/z5/rv/2008/08/ie8b2_lead.jpg" alt="sanju388" width="128" height="96" /></span></p>
</div>
<p><span style="color:#333333;"><a class="link" href="http://reviews.zdnet.co.uk/software/productivity/0,1000001108,39466362,00.htm">Internet Explorer 8 beta 2: a first look</a></span></p>
<p><span style="color:#333333;">IE8 (beta 2) should satisfy Microsoft's loyal browser base, but it's unlikely to lure committed Firefox users back to the fold.</span></p>
<p class="footnote"><span style="color:#333333;"><a href="http://reviews.zdnet.co.uk/software/0,1000001988,1,00.htm">View all Previews </a></span></p>
<div id="pp_images" class="previews" style="display:none;">
<h3>Slideshows</h3>
<div class="picture4"><a class="link" href="http://reviews.zdnet.co.uk/software/contentcreation/0,1000001068,39492783,00.htm"><img title="Adobe Creative Suite 4" src="http://reviews.zdnet.co.uk/i/z5/rv/2008/09/adobe_cs4_mc_lead.jpg" alt="Adobe Creative Suite 4" width="60" /></a></div>
<h4><a class="link" href="http://reviews.zdnet.co.uk/software/contentcreation/0,1000001068,39492783,00.htm">Photos: Adobe Creative Suite 4</a></h4>
<p>Take a look inside Adobe's new Creative Suite 4, which unifies the interfaces of all the constituent applications to give a more seamless experience.</p>
<div class="picture4"><a class="link" href="http://reviews.zdnet.co.uk/software/productivity/0,1000001108,39436023,00.htm"><img title="Inside Firefox 3's security features" src="http://reviews.zdnet.co.uk/i/z5/rv/2008/06/ff3_lead.jpg" alt="Inside Firefox 3's security features" width="60" /></a></div>
<h4><a class="link" href="http://reviews.zdnet.co.uk/software/productivity/0,1000001108,39436023,00.htm">Inside Firefox 3's security features</a></h4>
<p>Security takes front and centre in the new release of Firefox. Here's a tour of the main features.</p>
<div class="picture4"><a class="link" href="http://reviews.zdnet.co.uk/software/productivity/0,1000001108,39436017,00.htm"><img title="Inside Firefox 3" src="http://reviews.zdnet.co.uk/i/z5/rv/2008/06/ff3_lead.jpg" alt="Inside Firefox 3" width="60" /></a></div>
<h4><a class="link" href="http://reviews.zdnet.co.uk/software/productivity/0,1000001108,39436017,00.htm">Inside Firefox 3</a></h4>
<p>Take a tour of the basic features in Mozilla's new Firefox 3 web browser.</p>
<div class="picture4"><a class="link" href="http://reviews.zdnet.co.uk/software/0,1000001048,39419834,00.htm"><img title="a rogues' gallery" src="http://reviews.zdnet.co.uk/i/z5/rv/2008/05/10_lead.jpg" alt="a rogues' gallery" width="60" /></a></div>
<h4><a class="link" href="http://reviews.zdnet.co.uk/software/0,1000001048,39419834,00.htm">Annoying software: a rogues' gallery</a></h4>
<p>Which software is guilty of annoying us the most? Here's an identity parade of the chief suspects.</p>
<p class="footnote"><a href="http://reviews.zdnet.co.uk/software/0,1000002028,1,00.htm">View all Image Galleries <img class="paintPlus" src="http://reviews.zdnet.co.uk/i/z5/gl/bul/plus.gif" alt="" width="12" height="12" /></a></p>
</div>
<div id="pp_videos" class="previews" style="display:none;">
<h3>Products in Action</h3>
<div class="picture4"><a class="link" href="http://reviews.zdnet.co.uk/software/productivity/0,1000001108,39485532,00.htm"><img title="Google Chrome" src="http://reviews.zdnet.co.uk/i/z5/illo/nw/video_graphics/08september/chrome_video_review128.JPG" alt="Google Chrome" width="60" /></a></div>
<h4><a class="link" href="http://reviews.zdnet.co.uk/software/productivity/0,1000001108,39485532,00.htm">Google Chrome</a></h4>
<p>Josh Lowensohn examines some of Chrome's top features including the deeply integrated search, minimalist interface and smart use of privacy</p>
<div class="picture4"><a class="link" href="http://reviews.zdnet.co.uk/software/productivity/0,1000001108,39461042,00.htm"><img title="Opera Mobile 9.5 beta" src="http://reviews.zdnet.co.uk/i/z5/illo/nw/video_graphics/08august/opera%209-5%20beta_128.JPG" alt="Opera Mobile 9.5 beta" width="60" /></a></div>
<h4><a class="link" href="http://reviews.zdnet.co.uk/software/productivity/0,1000001108,39461042,00.htm">Opera Mobile 9.5 beta</a></h4>
<p>The newest version of Opera's browser for Windows Mobile phones inches closer to the desktop-browsing experience with a spruced up UI and more powerful features</p>
<div class="picture4"><a class="link" href="http://reviews.zdnet.co.uk/software/os/0,1000001098,39407338,00.htm"><img title="Windows Mobile 6.1" src="http://reviews.zdnet.co.uk/i/z5/rv/2008/04/winmob_61_lead.jpg" alt="Windows Mobile 6.1" width="60" /></a></div>
<h4><a class="link" href="http://reviews.zdnet.co.uk/software/os/0,1000001098,39407338,00.htm">Windows Mobile 6.1</a></h4>
<p>Microsoft Windows Mobile 6.1 is a small upgrade to the mobile operating system that brings easier setup and improvements to Interenet Explorer</p>
<div class="picture4"><a class="link" href="http://reviews.zdnet.co.uk/software/os/0,1000001098,39407339,00.htm"><img title="Run Windows on a Mac" src="http://reviews.zdnet.co.uk/i/z5/rv/2008/03/win_mac_lead.jpg" alt="Run Windows on a Mac" width="60" /></a></div>
<h4><a class="link" href="http://reviews.zdnet.co.uk/software/os/0,1000001098,39407339,00.htm">Run Windows on a Mac</a></h4>
<p>Use Boot Camp, included in Mac OS X Leopard, to install Windows</p>
<p class="footnote"><a href="http://reviews.zdnet.co.uk/software/0,1000002029,1,00.htm">View all Videos <img class="paintPlus" src="http://reviews.zdnet.co.uk/i/z5/gl/bul/plus.gif" alt="" width="12" height="12" /></a></p>
</div>
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<title><![CDATA[Appartamento classico a via Merulana Roma architetto Franco Bernardini]]></title>
<link>http://archiviz.wordpress.com/?p=309</link>
<pubDate>Mon, 22 Sep 2008 11:41:37 +0000</pubDate>
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