Ornatrix plugin. Урок в 3ds Max. Глава 1

Ornatrix plugin. Урок в 3ds Max. Глава 1


This is an AI based translation of my old russian tutorial. Enjoy! This tutorial was sponcored by Ephere Base Ornatrix course. Part 1. Greetings and download of additional materials. Hello everyone! with you – Andrew Krivulya Charly and with this tutorial I’m starting to record a basic course about the Ornatrix plugin. The course will consist of several parts. In each of which – I will speak about the all plugin parameters. To check the new features of the plugin, write a review and ask questions related to it… You can go to the official group in Facebook. To this community, we upload tutorials, demoreels, works in which Ornatrix was used and a lot of an interesting things. In the first part of the course – let’s talk about the basic settings of Ornatrix But before starting the lesson. Let’s download additional materials. To do this – go to charlytuts.blogspot.com. Open the materials for tuts tab and download the materials which you will need. Clicking on the link – Part 1. In the archive you will find – the starting scene for 3ds max 2013 and 2016 We will start to learn Ornatrix with it. And also you will find the final scenes – in which I already configured the hair and HDRi – which is necessary for rendering. So, this was an introduction and you ready to go next. A brief overview of modifiers and rendering with a preset for V-Ray. So, to create the hairs on this sphere – select it and on a special panel Ornatrix click the first icon of the hair ball With the QH letters. As a result, a window pops up with presets from which you can choose to create feathers on object or hair creation preset – Furball. Just click on it – to create the hairs on this sphere. As a result, on top of our sphere will created the all modifiers which we will need. The first after the sphere is the modifier – which was named – Ox guides from surface. This modifier creates guides from an object. Next comes – OxEditGuides. By using this modifier – you can edit the each guide. For example, take a comb and comb hair in this way. In the next part – we will speak about this modifier in detail. After Ox Edit Guides comes OxHairFromGuides modifier. which creates hair from our guides. Next comes – OxRenderSettings which allows you to customize the hair thickness profile and global radius. And the last modifier is VrayOrnatrixMod. which will be used for hair rendering in Vray. In order to see what happens on the render let’s assign a VrayHairMtl material to our hair … In this scene – you will find it in the list. In this material, for greater realism – For diffuse, diffuse amount and transmission slots – I uploaded an OxHairMap. This is a special map – which allows you to manage the color of the tip and root of each hair. In opacity slot of this material I always upload a texture – which named VrayHairInfoTex. This texture allows you to do smooth transition at the tips which makes them more realistic. Click the render button to check what we will have on the render. As you can see, the result is quite acceptable. But we haven’t really set up anything yet. So, let’s now go over the main parameters of each modifier Except OxEditGuides and OxHairFromGuides. we will speak about them in the next part … So let’s select the first modifier – which named – OxGuidesFromSurface. and also turn off the all others for convenience. As I said before – this modifier creates guides on top of the object. and the first setting, that we see named – RootDistribution which is responsible for the location on the surface. Uniform Random RandomAreaBased RandomPerFace and VertexDistribution Usually in my models I choose – RandomAreaBased method. which is selected by default. You can also set the UV channel on which the guides will be distributed. Just use the UV Channel parameter for this. RootCount parameter is responsible for the number of guides on the surface. Also you can use matid parameter. That is – if you have a few materials which was applied to the object… Then you can grow hair on one of them by using this parameter. Just put it into the material ID field. The next option is Use subselection. which allows you to distribute the hair only on selected surface. For example, If you will create Edit Poly modifier above the sphere and select specific polygons then the hair will grow only on them. The “Topology Based” option is responsible for linking hair rotation to topology. This means that if the mesh will be deformed – hair rotation will still be linked to it. The next option allows you to load a displacement map and use it to influence to spread hair over the surface. There you can manage hair offset by using the offset parameter. Remember root position parameter allows to attach the hair to the surface during animation. In the Guide Generation tab by using the distribution map parameter you can set the hair distribution area just loading a black and white texture. The next parameter is Guide length which controls a hair length. And randomness allows you to set randomness for this lenght. The last parameter is Number points sets the number of points in the spline guide. The larger this amount, the easier it is to comb and edit a long hair. I will speak about Ox Edit Guides modifier in the next tutorial. since there are so many interesting tools If to speak about it briefly, then this modifier allows you to do hairstyle. comb the hair and so on … That is, it’s allow you to control the hairstyle. And about next modifier, which named OxHairFromGuides – I will also speak in the second part. Now let’s take a look at the parameters of the next modifier, which named OxRenderSettings. So – OxRenderSettings allows you to manage the hair profile and its global radius. Here, in fact – nothing complicated.=) And the next modifier … VrayOrnatrixMod give the ability to render hair in Vray. That’s all i wanted to talk about in this part In the next tutorial we will talk about the OXHairFromGuides and OxEditGuides modifier.

8 Motion Graphic Tips for Beginners

8 Motion Graphic Tips for Beginners


Hello this is Riverside Studios and today and get a little over some
basic motion graphic tips. so first one is this pop effect. you’ll see here. this simply is
between 80 and 100 percent scale the simple go like one frame before the 100 percent and put in something like 110 percent and you get this interesting pop effect. the second tip is ColourLovers.com the link is in the description. It’s a site
where you can find Color Palletes what’s nice about this, is it gives you the hex values, which you can copy and paste into your program Also if that feels like your
cheating you can also search by color and you can see a whole bunch of different hues and what you can use and then use those hues to make a
palette and then I’ll this find a whole bunch of
different colours and save it for later projects The third tip is to use CGtextures.com The link is also the
description it gives you a lot of royalty-free images use Within your motion graphics and you can just download them and like right here I can just throw this onto this motion graphic Put it on top and scale it up. and adjust the opacity tip number four – use Epic Rap Battles of History really use it on Spotify can listen to
what you do much graphics up tip number five motion blur Motion Blur is pretty important this enables motion there for the entire
project and then you need to add it for each individual layer and i really suggest using motion blur
on anything layer that has movement Tip Number Six Easy Ease right now this is a linear movement however if you add easy ease to it by simply by clicking going to be easy ease on this will add a slowdown in the
beginning And a slow down at the end tip number seven Helvetica Nue Font Font and white line things I so the most important font to use that you’ll probably be using in most motion graphics is Helvetica Nue you any and to switching between using uppercase letters Bold Font, ultralight
font it just gives you a variety of what to use and you can really up your motion graphics by adding these little
white lines just moves I’ll move stuff around ’em till I get something that looks cool Number Eight Words Coming Out of Stuff so here’s my Riverside Studios logo you can see it’s coming out of this White bar there on the right this is pretty simple you just I’m just
using me a mask here and putting a key frame at the and the position the frame and wanted to be
anywhere it begins its movement and just moved it over to adjusts that hides it’s behind the white bar and one thing the make sure it is if
you’re using easy easy added to both the motion path and the position key frames you can use the same concept for having a object swipe over some text to reveal it Which is a cool effect Alright please subscribe and or at least watch my last video Slider Love

3DS Max – Create Vray Physical Camera – Plugin

3DS Max – Create Vray Physical Camera – Plugin


hi as you know in the recent versions of
3DS Max you don’t have the V-Ray Physical Camera, so I created a small
script that you can install and you can create a button for it and place it here
in the main toolbar, this will allow you to create the old V-Ray Physical Camera
like you used to do. I will demonstrate this now you just click it first you place
the target you just click and then you click again and that’s it. If you
activate Snap here I have the vertex I will uncheck the pivot only the vertex I will click the V-Ray Physical Camera
again I can use the snap I can snap the target here and the camera here, now I will
activate now I’m looking through the camera, select the target select the camera
and here are the controls that you need you will find the script in the description section below the video and
if you like to know how to install a MacroScript, there is a
video and the same playlist that tells you how to do it. Anyway, after installing
you go to Customize, Customize User Interface, and here in the Toolbar tab
you will find the script under the Category MiRi-Tools, and here it is. And thank you for watching!

Tutorial #11: Creating Sub Menu Items (Drop Down Menu Items) in WordPress

Tutorial #11: Creating Sub Menu Items (Drop Down Menu Items) in WordPress


In the last tutorial I demonstrated how to
create a custom menu in WordPress, and that menu appears here in the top primary menu
position in the theme that we’re using. In this tutorial I want to demonstrate how to
create a sub menu item and illustrate how the parent/child relationships work in WordPress.
First, let’s go back to the dashboard and select “Appearance” from the “Menus” flyout.
To get started, we want to create a ghost menu item or a menu item that really doesn’t
link to anything at all and we’re going to use this “Links” feature here to do that.
We can use this feature to add in an external URL if we’d like, but we’re going to replace
this http prefix with a # sign. We’ll also add in “Link text” and this is the way the
text appears for this menu item on the front end of the WordPress site. Once we’ve added
in that link text, I’ll click on the “Add to Menu” button and notice how that menu item
has been added to the menu structure. Next, we’ll click on the “Save Menu” button to save
the menu and once it’s saved we’ll return to the front end of the WordPress site and
we’ll refresh the page. Notice how the “Browse our Inventory” menu item appears in our main
menu, but if I click on it, it doesn’t go anywhere. That’s because we added in the # sign
instead of an external link. Let’s return to the dashboard now to create a new page
that we can have as a child page of that menu item. I’ll first add in a title, of course,
and then I want to go to a Microsoft Word document that I created and I’m going to copy
that text. Remember, when I copy that text out of a Word document and I want to erase
any formatting that goes into the WordPress site, I’ll click on the “Paste as text” feature
within the editor. To liven up this page a little bit, I also want to embed an image
so I’ll put my cursor here and click on the “Add Media” button to select an image I’ve
already uploaded to the WordPress site. I demonstrated how to do this in more detail
in tutorial #8 of this series. Remember, you can always select a parent for any page that
you create, but that doesn’t automatically mean that that page will be a sub menu item.
Let’s go ahead and publish this page so we can create a new page by clicking on the “Add
New” button here. We’ll follow the same process as before by adding in a title and both pages
that we’re creating will be sub-menu items of the “Browse our Inventory” menu that we
created. I’ll again go back to the Microsoft Word document and copy the text that I’ve
created for this page, I’ll return to the dashboard and I’ll paste this in as plain
text. Once I’ve pasted that text in I’ll do the same thing that I did before by placing
my cursor and clicking on the “Add Media” button to select an image that I’ve uploaded
to my WordPress site so I can embed that image into the page. Next I’ll click on the “Publish”
button. Both of the pages that I just created are now available on the front end of the
WordPress site and if I return to the front end and refresh the page I”ll see that I can
access the “Acoustic Guitars” and “Electric Guitars” pages here, however I don’t want
these pages to appear in top primary menu as a primary menu item. I’ll return to the
dashboard and I’ll select the “Menus” item from the “Appearance” flyout. We’ll see all
5 of these menu items in our menu structure and all I need to do is simply drag and drop
each of the pages created so that they are indented below “Browse our Inventory”. Once
I save the menu I can return to the front end of the WordPress site and I’ll refresh
the page so I can see the changes. Notice how the two additional pages are now removed
and they reappear as sub menu items or drop down menu items below “Browse our Inventory”.
Both of these menu items are now considered drop down or sub menu items. In the text tutorial
I’ll demonstrate how to use WordPress widgets and widget-ready areas.

Ray Kurzweil | Our Brain Is a Blueprint for the Master Algorithm | Singularity Hub

Ray Kurzweil | Our Brain Is a Blueprint for the Master Algorithm | Singularity Hub


(calming instrumental music) – Well I think actually there
are some basic principles to how human thinking works. My last book, “How to Create a Mind”, which came out in 2012, which resulted in me
being recruited to Google, I practiced those ideas, talked about how human neocortex works, it’s outgrowth of a thesis I have had actually for 50 years because I wrote a paper when I was 14 or 15 in 1962, and won a science contest to
Westinghouse Talent Search. Now the intel inside this
talent got to be present content and I described human
thinking as consisting of modules of neurons, each module can recognize a pattern, and the basis of human thinking
is pattern recognition. And those patterns are
actually sequential. And they’re in one direction. And I gave a lot of evidence for this. For example, try to recite the alphabet. Now, most of you can do that fast. Okay well, recite it backwards. You probably can’t do that, unless you learned that as a new sequence. It’s a pretty trivial transformation, and yet we can’t do it. So we have different hints as
to how the human brain works. In recent years, it’s been an explosion of neuroscience evidence. For example, the European brain
reverse engineering project has identified modules of
about 100 neurons each, and since the neocortex
has 30 billion neurons, that means 300 million modules, and they all are pretty much the same. They have the same structure, the same organization within them. And there’s no plasticity, no change, within that module for your entire life. Despite the idea that your brain is constantly rewiring itself. There is plasticity, constant
rewiring between the modules, and each module is recognizing a pattern. We can see the axons coming
in from other modules that are feeding the sequential input that represents the pattern,
that this module will learn. So it’s a hierarchy of patterns. This pattern is based on a hierarchy of patterns and the modules below it. And each one of those has input from modules below it, and it’s
a very elaborate hierarchy. And biology, biological evolution evolved this hierarchical structure in the brain, so that it can understand and learn the hierarchical structure of the world, because the world is
organized hierarchically. The neocortex emerged 200
million years ago in mammals; only mammals have a neocortex. And it was a thin structure, the neocortex means new rind, and there was about. In the first mammals, which were rodents, it was about the size of a postage stamp, and just as thin as a postage stamp, and it wrapped around
the walnut-sized brains of these early mammals, but it was capable of
a new type of thinking. You could invent new behaviors, non-mammalian animals, like reptiles, that didn’t have a
neocortex, couldn’t do that. They have fixed behaviors. Didn’t help them that much actually because the environment
changed very slowly and could take 50 thousand years for there to be an environmental
change that would require a new behavior, and over
the 13 thousand years, these non-mammalian animals could evolve using normal Darwinian
evolution, a new fixed behavior. But then something happened
65 million years ago. It was a sudden catastrophic
change to the environment; we call it the crustacean
extinction event, and that’s when mammals
overtook their ecological niche. That’s when the neocortex
actually showed its capability. And then biological
evolution then grew it. Mammals now, instead of
being just little rodents, got bigger, their brains got
bigger, at an even faster pace, taking up a larger fraction of their body. And the neocortex got
bigger even faster than that and developed these curvatures and folds. If you look at a primate brain, it’s got these characteristic curvatures, so it now takes up 80% of the brain. Then something else happened,
two million years ago. If your remember, two million years ago, we were walking around; we
didn’t have these big foreheads. So humanoids came along
with a big forehead. And that houses the frontal cortex. And up until recently, it was said “Well, the frontal cortex does “such qualitatively different things, “it must be organized differently. “It must have a different
method, a different algorithm.” I make the case, and I
think the neuroscientists coming around to this view, it really was just an additional
quantity of neocortex. Well, so what did we do with
that additional quantity? Well, we were already
doing a very good job of being primates, so we put it at the top of the neocortical hierarchy. So this hierarchy that I
mentioned now got bigger. As you go up the hierarchy, things get more general, more
intelligent, more abstract. The very bottom, I can tell
that that’s a straight line. At the top, I can tell that’s funny, that’s ironic, she’s pretty. So that additional hierarchy that we got two million years ago was the enabling factor for us to invent language, and art, and science, and music. Every human culture we
every discovered has music. No primate or any other animal has music. That came from this additional neocortex. And I make the case in my
book, “How to Create a Mind”, what the algorithm is,
of each of these modules. They all have the same algorithm. So a lot of people like to say, “Oh, the brain is so complex, “it’s the most complex
thing in the universe”; that may be true, but it has
a regular repeating structure. Each of these 300 million
modules is basically the same. Now they self-organize
into these hierarchies, and each module discovers a pattern, and learns it, remembers
it, and can recognize it, even in a different context,
so it’s very good at metaphor. And I describe my thesis on how this works as we continue doing more
brain reverse engineering, we will refine that model, but I’ve been working with this model, and we find that it can
in fact master things like language, not yet at human levels, but doing still some impressive things. We look beyond, for example,
for things like jeopardy, which itself was pretty sophisticated. So there is kind of a master algorithm, at least I have a proposal for one. These deep neural nets, which there’s tremendous excitement about, which is a little bit different
from the model I have, but they have done remarkable things. I mean, they won the Go Championship, and they can recognize
images as I mentioned, better than humans, and can drive cars. And that’s actually pretty simple. You can read about deep neural nets, the algorithm is again,
a repeating structure that’s not that complicated. So the mathematics of thinking, I think is being understood, but I would not claim that
we understand it fully. But we’re getting more and more hints as we learn more and more
about the human brain.

PHP Tutorial – 04 – Operators

PHP Tutorial – 04 – Operators


In this section we’ll look at the operators
in PHP, that are used to operate on values. There are basically five types: arithmetic,
assignment, comparison, logical, and bitwise operators. First, we have the four basic arithmetic operations,
as well as modulus to get the division remainder. The equal sign itself is an assignment operator
to assign a value to a variable. A common use of the assignment and arithmetic operators
is to operate on a variable and then to save the result back into that same variable. These
operations can be shortened with the combined assignment operators. Another common operation is to increment or
decrement a variable by one. This can be simplified with one of the increment (++) and decrement
(–) operators. The effect on the variable is identical whether we use the post or pre
operator, but a post-increment returns the original value before it increments, while
the pre-operator increments first and then returns the value. Note that expressions are normally evaluated
from left to right. However different operators also have different precedents, For example,
the multiplication sign binds harder then addition and is therefore evaluated first.
To avoid having to learn the precedents of all operators we can instead use parenthesis
to decide what part of the expression will be evaluated first. Next, there’s the comparison operators that
compares two values and returns either true or false. Notice the three equal signs (===)
for comparing both the value and data type. Used together with these we have the logical
operators. And/or (&&/||) can combine several comparison operators. And the not operator
(!) can invert the result. Finally, The bitwise operators work on the
binary representation of integers. For example, the xor operator (^) turn on the bits that
are set on one side but not on both.

RPG Maker MV plugin tutorial begginer part 1 | RPG Together

RPG Maker MV plugin tutorial begginer part 1 | RPG Together


hey RPG fans welcome to my second video
in this video I’ll be talking how to create a RPG Maker MV plugin yeah
there are many results on YouTube but I found that there’s lack of you know
interests of youtubers into this topic so I decided to create a tutorial series
and this tutorial series will include beginner series intermediate and then
professional of course and from every Wednesday I’m going to continue this
tutorial series and Saturday is going to be some random sort of video so without
any further ado let’s get into it so first of all I’m going to create a
new project let’s name this plug-in project after creating the project just
wait a 50 years more and you’re done okay so at the beginner project I’m
gonna cover everything more precisely so first of all if if the plug-in manager
in that you include all those aweso me plugins so let’s get started
for instance I’m gonna tell you that I’m believing that you already know that how
to create a how did you know JavaScript for doing you’re not wasting time
explain that what’s the syntax of JavaScript and let’s get into it so
first of all let’s open in our project I’m going to use our de name bracket which
is actually something nice to do of it you know JavaScript so let’s pick our
JS folder and drag and drop it into this whatever it’s called and here okay
I don’t know if that’s yeah here’s our you know plugin thing
you can open any sort of gifs well if you just want to explore things
if you double-click they will be some fucking file and here let’s start
creating our own plugin so you’re gonna right-click new file name it let’s say
my plugin you got j/s after currying it just press return and your plugin is
ready so first of all let’s include some details for the plugin you create like a
comment like if you all know that coming it made like this but instead of making
a normal challenge will make abnormal work okay I’m not joking right now yeah
they’ll create many many starts and then end this so first of all what do you
need in your plugin is at plug-in this meaning the plug-in description you’re
right okay you write the description I’m ready
this is the description and then you’re gonna write in the utter your name
so I’ll write your name and then what I’m gonna need at the last for a basic
plug-in it’s act pill this if the help come on and you’re done creating your
first Claudia so now just go to the project go plugins and then name of the
plug-in which is right now my plugin in my plug-in you read this is the help
command auto your name this is the description cool now you might ask that
can you create great everything is gonna go on just run light
actually if you create very long and stuff this is long then I’ll be you know
automatically going in the next line but for suppose if you don’t want that and
just wanna go to the next slide okay and yet then what you’re gonna do is
create another stop after the help with the post and already the break line and
the prison Blakely so cool here’s our plugins break line
yeah so what I’m gonna do now is I mean you’re not gonna create a clear lug it
in match nothing actually happens so what we’ll do is put a function so
brackets function then what I’m gonna do is create another bracket then like that
oh yeah great something wrong yeah I did this should be this rocket like that whatever okay so who looks like myth Korean our
own function now the question is what are you gonna do with this function and
your stature what are you gonna do is overwrite any function you want yeah for
example I have to do anything an RPG object you might think that just go to
that jf well until it’s what you want to but in this RPG Maker MV but the dev
have came but if you’re not supposed to delete any function cuz suppose I just
deleted this and then I forgot that are deleted if there are many many errors
and you’re going into the community and all its trap so this is not anything
you’re gonna do it still you’re gonna overwrite the function overriding
as you know in j/s just means that here’s my function and then I’ll
overwrite the function and my Scott overwrite in programming okay now first
lets me show you an example so what I’m gonna come into some exhaust yeah RPG
windows not RPG shit open the RPG windows command F to find such as
absolutely same in any text editor and then you’re gonna right window under
scope options dot prototype dot okay its way the function was make command list
so first of all let’s see what the function does it calls two more function
which is this that add general options and add volume option
so the general option is that it will add the option to always –
do all and if you want to remember come on in the RM MV battle and in the advil
and option you have BGM valium is useful in any volume SC volume now for suppose
I don’t like this general option uh turn on the player to you know dad keep
dashing always after all what’s the ship Keith Mantha
I’ll go to my plugins I’ll go here I like it damp it around pressing tab to
make it this way and what I’m going to do is you know I could have deleted it
here but I don’t like that time going to comment this by double slash which you
might already have known in J’s s that I’ve come and comment so this is not
called by the function anymore so now let’s save it okay so what I just
notices hi there is something wrong which is that I should have done like
that I should make another open closed front see and here it’s gonna go like
that okay what’s that I didn’t make that right so make it like
okay that’s not for this program okay I’m going with a lot of errors
errors and errors so your function up and close front seat and then this
bracket thing and then close this and then one another and semicolon so now if
we go and command R or control our in whichever OS you are then powered by MV
yeah that’s it and here’s you have credit for plugin and they’re no more
any that silly function yeah snagging clothes and we’re done with our
first lugging tutorial dongle okay so if you don’t like the
video don’t forget to dislike add in the first piace points of improvements