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Blender 4.2 Core Essentials – 9 Tutorials

سرفصل های دوره

Animation
  • CORE-ANIM C01L01 Introduction
  • CORE-ANIM C02L01 FrameRate
  • CORE-ANIM C02L02 Timeline
  • CORE-ANIM C02L03 KeyframesAndChannels.mov
  • CORE-ANIM C03L01 Gizmos and Manipulators
  • CORE-ANIM C03L02 World Space and Local Space
  • CORE-ANIM C03L03 AUTO KEYING
  • CORE-ANIM C03L04 OutputtingAnimation
  • CORE-ANIM C04L01 OBJECTS AND ARMATURES
  • CORE-ANIM C04L02 Graph Editor and Interpolation
  • CORE-ANIM C05L01 AnimationData
  • CORE-ANIM C05L02 Dopesheet Overview
  • CORE-ANIM C05L03 VideoSequencEditor

  • Compositing
  • COMPOSITING CH00L01 Introduction
  • COMPOSITING CH01L01 ViewLayers
  • COMPOSITING CH01L02 RenderPasses
  • COMPOSITING CH01L03 LightGroups
  • COMPOSITING CH02L01 CombiningRenderLayers
  • COMPOSITING CH02L02 CombiningRenderPasses
  • COMPOSITING CH02L03 CombiningLightGroups
  • COMPOSITING CH02L04 SavingTheRender
  • COMPOSITING CH02L05 Organizing
  • COMPOSITING CH03L01 MotionBlur
  • COMPOSITING CH03L02 DepthOfField
  • COMPOSITING CH03L03 OtherPostFX
  • COMPOSITING CH04L01 AlphaChannels
  • COMPOSITING CH04L02 OtherWaysToCreateMattes
  • COMPOSITING CH04L03 PreparingFootage
  • COMPOSITING CH04L04 Layering2dElements
  • COMPOSITING CH04L05 Greenscreens
  • Compositing-CourseFiles-01.zip

  • Digital-Sculpting
  • C01L01 sculpt-mode-overview
  • C01L02 sculpt-mode-settings
  • C01L03 sculpt-brushes-1
  • C01L04 sculpt-brushes-2
  • C01L05 sculpt-brushes-3
  • C01L06 sculpt-brushes-4
  • C01L07 masking-visibility
  • C01L08 posing-sculptures
  • C01L09 brush-textures
  • C01L10 stroke-methods
  • C01L11 painting-locking-tiling-matcaps
  • C02L01 multires
  • C02L02 remesh
  • C02L03 dynamic-topology
  • C02L04 combining-formats-in-workflow
  • C03L01 shark-sculpting-1
  • C03L02 shark-sculpting-2
  • C03L03 shark-sculpting-3
  • C03L04 shark-sculpting-4
  • C03L05 shark-sculpting-5
  • Digital-Sculpting-CourseFiles-01.zip

  • Lighting
  • FO L C01L01 TheRightVersionOfBlender
  • FO L C01L02 WhatIsLightin3D
  • FO L C01L03 The7TypesofLight
  • FO L C01L04 LightingInCyclesvs.EEVEE
  • FO L C02L01 HowLightisCalculatedinCycles
  • FO L C02L02 ExposureAndColorManagement
  • FO L C02L03 LightingUsingHDRIs
  • FO L C02L04 LightAndShadowLinking
  • FO L C02L05 VolumetricLighting
  • FO L C02L06 ShadowCaustics
  • FO L C02L07 LightGroups
  • FO L C02L08 ShapingLightwithNodes
  • FO L C02L09 ReducingNoiseAndSpeedingUpYourRenders
  • FO L C03L01 HowLightisCalculatedinEEVEE
  • FO L C03L02 EEVEENext
  • FO L C03L03 RaytracingWithLightProbes
  • FO L C03L04 WhatIfYourPCcantRun4.2
  • FO L C04L01 WhyYouNeedGoodLighting
  • FO L C04L02 WhereverThereisLightThereisalsoShadow
  • FO L C04L03 UsingColor
  • FO L C04L04 ThreePointLighting
  • FO L C04L05 HighandLowKeyLighting
  • FO L C04L06 AmbientandSilhouetteLighting
  • FO L C04L07 PortraitLighting
  • FO L C04L08 The SecrettoSuccesfulLighting
  • FO L C04L09 Excercise
  • Lighting-CourseFiles-01.zip

  • Materials-and-Shading
  • Materials-and-Shading-CourseFiles-01.zip
  • SHADING C01 L00 IntroductionToShadingAndMaterials
  • SHADING C02 L01 WhatIsAShaderAndHowToUseIt
  • SHADING C02 L02 WhatsTheDifferenceBetweenTheShaderAndMaterial
  • SHADING C02 L03 CreatingMaterialsInBlenderAndAssigningMaterialsToSlots
  • SHADING C02 L04 AssigningMaterialsToDifferentPartsOfTheModel
  • SHADING C02 L05 TheGlossyDiffuseAndEmissionShaders
  • SHADING C02 L06 TheTransparentAndHoldoutShaders
  • SHADING C02 L07 TheMixAndAddShaders
  • SHADING C02 L08 Refraction,GlassShaders
  • SHADING C02 L09 SSS Translucency
  • SHADING C02 L10 VolumeAbsorptionVolumeScatter
  • SHADING C02 L11 RayPortal
  • SHADING C02 L12 SheenToon
  • SHADING C02 L13 PrincipledShaders
  • SHADING C02 L14 LayoutNodesAndShaderOrganization
  • SHADING C02 L15 GroupNodes
  • SHADING C03 L16 Raytracing
  • SHADING C03 L17 All the good stuff
  • SHADING C04 E01 IsItGlassOrPorcelain
  • SHADING C04 L18 LightPathBouncesAndFastGIApproximation
  • SHADING C04 L19 LightPathsVisibility
  • SHADING C04 L20 RenderingGlassUnderstandingDispersionAndCaustics
  • SHADING C04 L21 RenderingVolumes

  • Mesh-Modeling
  • 01 The Main Concepts Of Modeling
  • 02 Modeling A Snowman
  • 03 Modeling A Scifi Crate
  • 04 Selection Tools
  • 05 Important Topology Tools 1
  • 06 Important Topology Tools 2
  • 07 Modeling A Soccer Ball
  • 08 Defining Good Topology
  • 09 Custom Normals And Shading
  • 10 The 3 Ways To Bevel
  • 11 The Solidify Modifier
  • 12 The Boolean Modifier
  • 13 Simple Deform And Lattice
  • 14 Working With Curves
  • 15 Working With N-Gons And Tris
  • 16 Disconnected Details
  • 17 Modeling A Hard Drive
  • 18 Working With Subdivision Surfaces
  • 19 Modeling A Coffee Cup
  • 20 The Importance Of Loops And Poles
  • 21 All Quad Meshes
  • 22 All Quad Junctions
  • 23 Detail, Support, And Fill Loops
  • 24 Modeling A Logo Pt 1
  • 25 Modeling A Logo Pt 2
  • 26 Modeling A Logo Pt 3
  • 27 Blocking And Proportions
  • 28 Final Exercise
  • Mesh-Modeling-CourseFiles-01.zip

  • Physics
  • 01-Overview-Intro
  • PHYSICS C01L01 RigidBodyDemo
  • PHYSICS C01L02 PassiveActiveCollisions
  • PHYSICS C01L03 SurfaceResponse
  • PHYSICS C01L04 MultipleObjects
  • PHYSICS C01L05 SceneProperties
  • PHYSICS C01L06 RigidBodyFinalProject
  • PHYSICS C01L07 RigidBodyConstraints
  • PHYSICS C01L08 RigidBodyConstraints-Point
  • PHYSICS C01L09 RigidBodyConstraints-Hinge
  • PHYSICS C01L10 RigidBodyConstraints-Slider
  • PHYSICS C01L11 RigidBodyConstraints-Piston
  • PHYSICS C01L12 RigidBodyConstraints-Generic
  • PHYSICS C01L13 RigidBodyConstraints-GenericSpring
  • PHYSICS C01L14 RigidBodyConstraints-Motor
  • PHYSICS C01L15 RigidBodyConstraintsFinalProject
  • PHYSICS C02L01 SoftBodyPhysics
  • PHYSICS C02L02 SoftBodyPhysicsFinalProject
  • PHYSICS C03L01 ClothPhysics-ClothDrop
  • PHYSICS C03L02 ClothPhysics-Settings
  • PHYSICS C03L03 ClothPhysicsFinalProject
  • PHYSICS C04L01 FluidSimulation-DomainFlowBake
  • PHYSICS C04L02 FluidSimulation-Obstacles+Settings
  • PHYSICS C04L03 FluidSimulation-FinalProject
  • PHYSICS C04L04 FluidSmokeFire-SmokeSimulations
  • PHYSICS C04L05 FluidSmokeFire-Settings+Baking
  • PHYSICS C04L06 FluidSmokeFire-Obstacles+Fire
  • PHYSICS C04L07 FluidSmokeFire-FinalProject
  • PHYSICS C05L01 ParticleSystems-Intro
  • PHYSICS C05L02 ParticleSystems-Settings
  • PHYSICS C05L03 ParticleSystems-Instancing+Obstacles
  • PHYSICS C05L04 ParticleSystems-BoidsPart1
  • PHYSICS C05L05 ParticleSystems-BoidsPart2
  • PHYSICS C05L06 ParticleSystems-FinalProject
  • PHYSICS C06L01 DynamicPaint-Canvas+Brush
  • PHYSICS C06L02 DynamicPaint-Settings
  • PHYSICS C06L03 DynamicPaint-Type-Displace
  • PHYSICS C06L04 DynamicPaint-Type-Paint
  • PHYSICS C06L05 DynamicPaint-Type-Weight
  • PHYSICS C06L06 DynamicPaint-Rain
  • PHYSICS C06L07 DynamicPaint-FinalProject
  • PHYSICS C07L01 ForceFields-Settings
  • PHYSICS C07L02 ForceFields-Types-Force-V2
  • PHYSICS C07L03 ForceFields-Types-Turbulence
  • PHYSICS C07L04 ForceFields-Types-Wind
  • PHYSICS C07L05 ForceFields-Types-Vortex
  • PHYSICS C07L06 ForceFields-Types-Harmonic
  • PHYSICS C07L07 ForceFields-Types-Drag
  • PHYSICS C07L08 ForceFields-RigidBodies
  • PHYSICS C07L09 ForceFields-CurveObjects
  • PHYSICS C07L10 ForceFields-FinalProject-V2
  • PHYSICS C08L01 Tips+Tricks-ClippingObjectsV3
  • PHYSICS C08L02 Tips+Tricks-ApplyingModifiers
  • PHYSICS C08L03 Tips+Tricks-KeyframingForceFields
  • PHYSICS C08L04 Tips+Tricks-CacheFolders
  • PHYSICS C08L05 Tips+Tricks-CellFracture
  • PHYSICS C08L06 Tips+Tricks-MotionBlur
  • PHYSICS C08L07 Tips+Tricks-ResourcePDF
  • Physics-CourseFiles-01.zip

  • Rigging
  • FO R CH01L01-introduction-chat
  • FO R CH01L02-user-preferences
  • FO R CH02L01 what-is-a-rig
  • FO R CH02L02 anatomy-of-an-armature
  • FO R CH02L03 bones-bones-bones
  • FO R CH02L04 bone-collections
  • FO R CH02L05 bone-colors
  • FO R CH02L06 bone-tools
  • FO R CH02L07-connecting-the-armature-overview
  • FO R CH02L08-armature-modifier-the-long-way
  • FO R CH03L01 rigging-concepts-in-a-nutshell
  • FO R CH03L02 naming-conventions-and-symmetry
  • FO R CH03L03 understanding-space
  • FO R CH03L04 drivers-and-custom-properties
  • FO R CH03L05 custom-bone-shapes-explained
  • FO R CH03L06 bone-widgets-the-easy-way
  • FO R CH03L07 weight-painting-overview
  • FO R CH03L08 weight-painting-tools
  • FO R CH03L09 weight-paint-a-monkey-head
  • FO R CH03L10 weight-paint-a-tube
  • FO R CH04L01 understanding-constraints
  • FO R CH04L02-copy-location-rotation-and-transforms
  • FO R CH04L03-limit-distance-location-rotation-and-scale
  • FO R CH04L04-maintain-volume
  • FO R CH04L05-transformation-constaint
  • FO R CH04L06-clamp-to-and-follow-path
  • FO R CH04L07-damped-track track-to locked-track
  • FO R CH04L08-ik-constraint
  • FO R CH04L09-spline-ik
  • FO R CH04L10-stretch-to
  • FO R CH04L11-action-constraint
  • FO R CH04L12-armature-constraint
  • FO R CH04L13-child-of-constraint
  • FO R CH04L14-floor-constraint
  • FO R CH04L15-shrinkwrap-constraint
  • FO R CH05L01 bone-in-the-middle-challenge
  • FO R CH05L02 IK-setup-practice
  • FO R CH05L03-bendy-stretchy-rig
  • FO R CH05L04 rig-a-gun-turret
  • FO R CH05L05 rig-a-crane-arm
  • FO R CH05L06 rigging-the-wrangler-part-01
  • FO R CH05L07 rigging-the-wrangler-part-02
  • Rigging-CourseFiles-01.zip

  • Texturing
  • TEXTURES C01L00 IntroToTextures
  • TEXTURES C02L01 IntroToTexturesAndTexturesCoordinates
  • TEXTURES C02L02 TheSocketColorMeanings
  • TEXTURES C02L03 TheColorNodes
  • TEXTURES C02L04 BlendModesColorMath
  • TEXTURES C02L05 ColorManagingTextures
  • TEXTURES C02L06 NormalsAndNormalMaps
  • TEXTURES C02L07 AdaptiveSubdivTrueDisplacement
  • TEXTURES C02L08 WhatFileForSpecificTexture 1
  • TEXTURES C03L09 ManagingTextureData
  • TEXTURES C03L010 TheUVEditor
  • TEXTURES C03L011 UnwrappingPlacingSeams
  • TEXTURES C03L012 FixingSkewingAndStretching
  • TEXTURES C03L013 BasicUvProjectionFollowActiveQuads
  • TEXTURES C03L14 HelpfulUVAddons
  • TEXTURES C03L015 MultipleUVsAnimatingUVs
  • TEXTURES C04L016 IntroToPBR
  • TEXTURES C04L017 WhereToFindTexturesICanUse
  • TEXTURES C04L018 WhatIsFresnel
  • TEXTURES C04L019 PrincipledShaderShadingBinoculars
  • TEXTURES C05E01 ProceduralRustAndMetal
  • TEXTURES C05L020 IntroToProceduralTexturing
  • TEXTURES C05L021 ProceduralDustAndDirt
  • TEXTURES C05L022 OtherCoolExamples
  • TEXTURES C06B01 OtherWaysToTexture
  • TEXTURES C06L023 PreppingAModelForTexPainting
  • TEXTURES C06L024 TexturePaintMode
  • TEXTURES C06L025 BrushesSystem
  • TEXTURES C06L026 TexturingToolsMaskingSymmetry
  • TEXTURES C06L027 PaintingWithLayers
  • TEXTURES C07B02 IntroToChannelPacking
  • TEXTURES C07L028 UVUnwrappingTheBinoculars
  • TEXTURES C07L029 TexturePaintingALowPolyBinoculars part1
  • TEXTURES C07L030 TexturePaintingALowPolyBinoculars part2
  • TEXTURES C07L031 TexturePaintingALowPolyBinoculars part3
  • TEXTURES C07L032 FinishingTheBinocularsWithProceduralTextures
  • TEXTURES C07L033 BasicsOfBakingTheTextures
  • TEXTURES CH07E01 LetsTextureShadeAndRenderTheRobot!
  • Texturing-CourseFiles-01.zip
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    ایمیل شما:
    تولید کننده:
    شناسه: 44698
    حجم: 16783 مگابایت
    مدت زمان: 1999 دقیقه
    تاریخ انتشار: ۲۶ اردیبهشت ۱۴۰۴
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