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Technology Market / Repair Your Laptop,sell And Buy @ Cheaper Rate by 9igerian: 2:56pm On May 26, 2015
Looking for good engineer to repair ur laptop contact engineer @12 ola ayeni computer village,and also we have NEW and UK used laptop for sale,even we buy...contact number..08035326162...bb pin..29419C88

1 Like

Adverts / Repair Your Laptop,sell And Buy @ Cheaper Rate by 9igerian: 2:48pm On May 26, 2015
Looking for good engineer to repair ur laptop contact engineer @12 ola ayeni computer village,and also we have NEW and UK used laptop for sale,even we buy...contact number..08035326162...bb pin..29419C88
Computers / Looking For Good Engineer To Repair Ur Laptop Contact Engineer @12 Ola Ayeni Co by 9igerian: 6:23am On Nov 11, 2014
Looking for good engineer to repair ur laptop contact engineer @12 ola ayeni computer village,and also we have NEW and UK used laptop for sale,even we buy...contact number..08035326162...bb pin..29419C88
Computers / Repair Your Laptop by 9igerian: 6:42am On Nov 04, 2013
Get Used N New Phonez @ Reasonable Prix. Q10 Z10 Bold5 Q5 All Black Berry,iphones,laptop Available and we repair. Office Address : 12, Ola-Ayeni Str, Ikeja, Computer Village. Moble No: 08035326162.....21E0ED58
Art, Graphics & Video / Re: 3ds Max/vray Tutorials by 9igerian: 8:45pm On Sep 10, 2010
[size=14pt]Final Product[/size]





Discover the secrets behind properly lighting and rendering interior scenes with 3ds Max and Vray in this easy to follow, step by step walkthrough. Scene setup, modeling, texturing, lighting, and rendering for realistic output will all be discussed, so there is literally something in here for everyone!


[size=14pt]Step 1[/size]

In this tutorial, we’ll be using real units, so the first thing would be to open the menu “Customize > Units Setup > US” and choose “Standard > Feet w/Decimal Inches” as the unit.







[size=14pt]Step 2
[/size]
When you are trying to get a photorealistic quality it is very important to make sure that your object scale is accurate. This will play an important role in achieving a good render. Also, as you can see the scene is quite simple… just a small lobby (mostly modeled with boxes). Note: It is important that it is a closed room, and there are no openings for the light from environment to enter.






[size=14pt]Step 3
[/size]
Press f10, and from the “assign renderer” tab choose “Vray”. This will enable “Vray” as your renderer, and also enable Vray materials in your material editor.


[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/3.jpg
[/img]



[size=14pt]Step 4[/size]

Assign a simple Vray material to all the objects in the scene, and set up basic scene lighting and render settings. This is to finalize the lighting and render settings and save time, since a plain material renders much faster than reflective and glossy materials which will be added later.







[size=14pt]Step 5[/size]

Now to work on the lighting and render settings to achieve the final result.







[size=14pt]Step 6[/size]

Add a Vray physical camera to the scene by going to “Create Tab > Camera > Vray > Physical Camera”.







[size=14pt]Step 7[/size]

The settings for a physical camera are:
Type – Determines the type of the camera. Set it to “Still”.
Film Gate – Specifies the horizontal size of the film gate in millimeters. Set it according to your scene.
Focal Length – Specifies the equivalent focal length of the camera lens.
f-number – The width of the camera aperture and (indirectly) exposure. If the Exposure option is checked, changing the f-number will affect the image brightness.
Vignetting – When this option is on, the optical vignetting effect of a real-world cameras is simulated.
White Balance – Allows additional modification of the image output according to the color or preset chosen.
Shutter Speed – The shutter speed (in inverse seconds) for the still photographic camera. For example, a shutter speed of 1/50 s corresponds to a value of 50 for this parameter.
Film Speed (ISO) – Determines the film power (sensitivity). Smaller values make the image darker, while larger values make it brighter.






[size=14pt]Step 8[/size]

Now to place the various Vray lights. Lights 1-4 affect the scene directly, whereas light 5 has been placed in a downward direction, and will affect the scene in an indirect (in the
form of bounced light).






[size=14pt]Step 9[/size]

The basic parameters of the Vray lights are:
Color – The color of the light.
Multiplier – The multiplier for the light color. This is also the light intensity determined by the Intensity units parameter.
Invisible – This setting controls whether the shape of the VRay light source is visible in the render result. When this option is turned off the source is rendered in the current light color. Otherwise it is not visible in the scene.
Subdivs - Defines the samples, or the quality of the light. 8-10 should be used for test renders, and 15-20 for final renders. Increasing the samples will significantly increase your render time.






[size=14pt]Step 10[/size]

IES stands for “Illuminating Engineering Society”. The photometric data is stored in these files. A photometric web is a 3D representation of the light intensity distribution of a light source. Web definitions are stored in files. Many lighting manufacturers provide web files that model their products, and these are often available on the Internet. We as artists can use them to replicate the real life phenomena of light in 3d.

Go to the “Lights” tab, choose “Vray” from the drop down list, and create a “Vray ies” in the right view. Then instance it below all four steel holders.



[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/11.jpg
[/img]





[size=14pt]Step 11[/size]

The main settings for the ies lights are:
Browse Button - Click it and browse for the ies file that you want to use.
Color Mode – If you choose this option, you can change and affect the light intensity through the color picker.
Temperature Mode – Allows you to accurately change the light intensity through the color temperature.
Power - Determines how bright the light will be.


Art, Graphics & Video / Re: 3ds Max/vray Tutorials by 9igerian: 4:27am On Aug 31, 2010
[size=14pt]Final Product[/size]





Discover the secrets behind properly lighting and rendering interior scenes with 3ds Max and Vray in this easy to follow, step by step walkthrough. Scene setup, modeling, texturing, lighting, and rendering for realistic output will all be discussed, so there is literally something in here for everyone!


[size=14pt]Step 1[/size]

In this tutorial, we’ll be using real units, so the first thing would be to open the menu “Customize > Units Setup > US” and choose “Standard > Feet w/Decimal Inches” as the unit.







[size=14pt]Step 2
[/size]
When you are trying to get a photorealistic quality it is very important to make sure that your object scale is accurate. This will play an important role in achieving a good render. Also, as you can see the scene is quite simple… just a small lobby (mostly modeled with boxes). Note: It is important that it is a closed room, and there are no openings for the light from environment to enter.






[size=14pt]Step 3
[/size]
Press f10, and from the “assign renderer” tab choose “Vray”. This will enable “Vray” as your renderer, and also enable Vray materials in your material editor.


[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/3.jpg
[/img]



[size=14pt]Step 4[/size]

Assign a simple Vray material to all the objects in the scene, and set up basic scene lighting and render settings. This is to finalize the lighting and render settings and save time, since a plain material renders much faster than reflective and glossy materials which will be added later.







[size=14pt]Step 5[/size]

Now to work on the lighting and render settings to achieve the final result.







[size=14pt]Step 6[/size]

Add a Vray physical camera to the scene by going to “Create Tab > Camera > Vray > Physical Camera”.







[size=14pt]Step 7[/size]

The settings for a physical camera are:
Type – Determines the type of the camera. Set it to “Still”.
Film Gate – Specifies the horizontal size of the film gate in millimeters. Set it according to your scene.
Focal Length – Specifies the equivalent focal length of the camera lens.
f-number – The width of the camera aperture and (indirectly) exposure. If the Exposure option is checked, changing the f-number will affect the image brightness.
Vignetting – When this option is on, the optical vignetting effect of a real-world cameras is simulated.
White Balance – Allows additional modification of the image output according to the color or preset chosen.
Shutter Speed – The shutter speed (in inverse seconds) for the still photographic camera. For example, a shutter speed of 1/50 s corresponds to a value of 50 for this parameter.
Film Speed (ISO) – Determines the film power (sensitivity). Smaller values make the image darker, while larger values make it brighter.






[size=14pt]Step 8[/size]

Now to place the various Vray lights. Lights 1-4 affect the scene directly, whereas light 5 has been placed in a downward direction, and will affect the scene in an indirect (in the
form of bounced light).






[size=14pt]Step 9[/size]

The basic parameters of the Vray lights are:
Color – The color of the light.
Multiplier – The multiplier for the light color. This is also the light intensity determined by the Intensity units parameter.
Invisible – This setting controls whether the shape of the VRay light source is visible in the render result. When this option is turned off the source is rendered in the current light color. Otherwise it is not visible in the scene.
Subdivs - Defines the samples, or the quality of the light. 8-10 should be used for test renders, and 15-20 for final renders. Increasing the samples will significantly increase your render time.






[size=14pt]Step 10[/size]

IES stands for “Illuminating Engineering Society”. The photometric data is stored in these files. A photometric web is a 3D representation of the light intensity distribution of a light source. Web definitions are stored in files. Many lighting manufacturers provide web files that model their products, and these are often available on the Internet. We as artists can use them to replicate the real life phenomena of light in 3d.

Go to the “Lights” tab, choose “Vray” from the drop down list, and create a “Vray ies” in the right view. Then instance it below all four steel holders.



[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/11.jpg
[/img]





[size=14pt]Step 11[/size]

The main settings for the ies lights are:
Browse Button - Click it and browse for the ies file that you want to use.
Color Mode – If you choose this option, you can change and affect the light intensity through the color picker.
Temperature Mode – Allows you to accurately change the light intensity through the color temperature.
Power - Determines how bright the light will be.






[size=14pt]
Step 12[/size]

Through the following steps, you will configure the rendering settings in Vray. Press F10, then under “Global Switches”, uncheck “Default Lights”. This will cause the default lights in the scene to be switched off. For the Image Sampler type select “Adaptive DMC”, and “Catmull Rom” as the filter. Also, change the min and max subdivs as shown.

Lastly, change the “Color Mapping” type to “Exponential”. This mode will saturate the colors based on their brightness, and therefore, will not clip bright colors, but saturate them instead. This can be useful to prevent Burn-outs in the very bright areas (for example around light sources etc).







[size=14pt]Step 13[/size]

Under the “Indirect Illumination” select “Irradiance Map” and use “Light Cache” as the primary and secondary engine. Also, change the Preset to “High”, “hsph subdivs” to 50, and “interp samples” to 20.
Irradiance Map – Computes the indirect illumination only at some points in the scene, and interpolates for the rest of the points. The Irradiance Map is very fast compared to direct computation, especially for scenes with large flat areas.
Current Preset – Allows you to choose from several presets for some of the irradiance map parameters.
Hemispheric Subdivs (HSph. subdivs) – Controls the quality of individual GI samples. Smaller values makes things faster, but may produce blotchy results. Higher values produce smoother images.






[size=14pt]Step 14
[/size]
With a Light Cache, the light map is built by tracing many eye paths from the camera. Each of the bounces in the path stores the illumination from the rest of the path into a 3d structure (very similar to the photon map). In the Light Cache put 1500 for subdivs and 8 for no of passes.

The Subdivs determines how many paths are traced from the camera. The actual number of paths is the square of the subdivs (the default 1000 subdivs mean that 1 000 000 paths will be traced from the camera).







[size=14pt]Step 15[/size]

Your settings for the test render are done. If you hit render now, you should see the same image that was shown before. Now all you need to do is apply the materials, and increase the Irradiance Map and Light Cache samples for the final render.






[size=14pt]Step 16[/size]

Now to texture the scene (actually it’s quite simple). The basic parameters that will be used in materials are:
Diffuse – The diffuse color of the material.
Roughness - Can be used to simulate rough surfaces or surfaces covered with dust.
Reflect – The reflection color.
Reflection Glossiness – Controls the sharpness of the reflections. A value of 1.0 means perfect mirror-like reflections; lower values produce blurry or glossy reflections. Use the Subdivs parameter below to control the quality of the glossy reflections.

The shader for the tiles on the base is a simple vray material with a de-saturated texture in the diffuse and a noise map in bump.







[size=14pt]Step 17[/size]

The wood rack is also made of a Vray material with slight reflections and glossiness.





[size=14pt]Step 18
[/size]
The material for the wall is again just simple cream and black colors with no reflections








[size=14pt]Step 19
[/size]
The shader on the wall on which the paintings are hanging is made of steel and white wall. The wall part also has a grainy texture assigned to it.










[size=14pt]Step 20[/size]

Your scene is now textured! You can add any other props or objects you like to fill up the scene. The above rendering settings are good for test renders, but for production quality you will need to increase the samples for the image sampler, Light Cache, and Irradiance map.







[size=14pt]Step 21 [/size]

[size=14pt]Here is the final result! Hope you learned something new!!.[/size]


Art, Graphics & Video / Re: V_ray Forum by 9igerian: 4:25am On Aug 31, 2010
[size=14pt]Final Product[/size]





Discover the secrets behind properly lighting and rendering interior scenes with 3ds Max and Vray in this easy to follow, step by step walkthrough. Scene setup, modeling, texturing, lighting, and rendering for realistic output will all be discussed, so there is literally something in here for everyone!


[size=14pt]Step 1[/size]

In this tutorial, we’ll be using real units, so the first thing would be to open the menu “Customize > Units Setup > US” and choose “Standard > Feet w/Decimal Inches” as the unit.







[size=14pt]Step 2
[/size]
When you are trying to get a photorealistic quality it is very important to make sure that your object scale is accurate. This will play an important role in achieving a good render. Also, as you can see the scene is quite simple… just a small lobby (mostly modeled with boxes). Note: It is important that it is a closed room, and there are no openings for the light from environment to enter.






[size=14pt]Step 3
[/size]
Press f10, and from the “assign renderer” tab choose “Vray”. This will enable “Vray” as your renderer, and also enable Vray materials in your material editor.


[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/3.jpg
[/img]



[size=14pt]Step 4[/size]

Assign a simple Vray material to all the objects in the scene, and set up basic scene lighting and render settings. This is to finalize the lighting and render settings and save time, since a plain material renders much faster than reflective and glossy materials which will be added later.







[size=14pt]Step 5[/size]

Now to work on the lighting and render settings to achieve the final result.







[size=14pt]Step 6[/size]

Add a Vray physical camera to the scene by going to “Create Tab > Camera > Vray > Physical Camera”.







[size=14pt]Step 7[/size]

The settings for a physical camera are:
Type – Determines the type of the camera. Set it to “Still”.
Film Gate – Specifies the horizontal size of the film gate in millimeters. Set it according to your scene.
Focal Length – Specifies the equivalent focal length of the camera lens.
f-number – The width of the camera aperture and (indirectly) exposure. If the Exposure option is checked, changing the f-number will affect the image brightness.
Vignetting – When this option is on, the optical vignetting effect of a real-world cameras is simulated.
White Balance – Allows additional modification of the image output according to the color or preset chosen.
Shutter Speed – The shutter speed (in inverse seconds) for the still photographic camera. For example, a shutter speed of 1/50 s corresponds to a value of 50 for this parameter.
Film Speed (ISO) – Determines the film power (sensitivity). Smaller values make the image darker, while larger values make it brighter.






[size=14pt]Step 8[/size]

Now to place the various Vray lights. Lights 1-4 affect the scene directly, whereas light 5 has been placed in a downward direction, and will affect the scene in an indirect (in the
form of bounced light).






[size=14pt]Step 9[/size]

The basic parameters of the Vray lights are:
Color – The color of the light.
Multiplier – The multiplier for the light color. This is also the light intensity determined by the Intensity units parameter.
Invisible – This setting controls whether the shape of the VRay light source is visible in the render result. When this option is turned off the source is rendered in the current light color. Otherwise it is not visible in the scene.
Subdivs - Defines the samples, or the quality of the light. 8-10 should be used for test renders, and 15-20 for final renders. Increasing the samples will significantly increase your render time.






[size=14pt]Step 10[/size]

IES stands for “Illuminating Engineering Society”. The photometric data is stored in these files. A photometric web is a 3D representation of the light intensity distribution of a light source. Web definitions are stored in files. Many lighting manufacturers provide web files that model their products, and these are often available on the Internet. We as artists can use them to replicate the real life phenomena of light in 3d.

Go to the “Lights” tab, choose “Vray” from the drop down list, and create a “Vray ies” in the right view. Then instance it below all four steel holders.



[img]http://cgtuts.s3.amazonaws.com/123_Vray_Interior/11.jpg
[/img]





[size=14pt]Step 11[/size]

The main settings for the ies lights are:
Browse Button - Click it and browse for the ies file that you want to use.
Color Mode – If you choose this option, you can change and affect the light intensity through the color picker.
Temperature Mode – Allows you to accurately change the light intensity through the color temperature.
Power - Determines how bright the light will be.






[size=14pt]
Step 12[/size]

Through the following steps, you will configure the rendering settings in Vray. Press F10, then under “Global Switches”, uncheck “Default Lights”. This will cause the default lights in the scene to be switched off. For the Image Sampler type select “Adaptive DMC”, and “Catmull Rom” as the filter. Also, change the min and max subdivs as shown.

Lastly, change the “Color Mapping” type to “Exponential”. This mode will saturate the colors based on their brightness, and therefore, will not clip bright colors, but saturate them instead. This can be useful to prevent Burn-outs in the very bright areas (for example around light sources etc).







[size=14pt]Step 13[/size]

Under the “Indirect Illumination” select “Irradiance Map” and use “Light Cache” as the primary and secondary engine. Also, change the Preset to “High”, “hsph subdivs” to 50, and “interp samples” to 20.
Irradiance Map – Computes the indirect illumination only at some points in the scene, and interpolates for the rest of the points. The Irradiance Map is very fast compared to direct computation, especially for scenes with large flat areas.
Current Preset – Allows you to choose from several presets for some of the irradiance map parameters.
Hemispheric Subdivs (HSph. subdivs) – Controls the quality of individual GI samples. Smaller values makes things faster, but may produce blotchy results. Higher values produce smoother images.






[size=14pt]Step 14
[/size]
With a Light Cache, the light map is built by tracing many eye paths from the camera. Each of the bounces in the path stores the illumination from the rest of the path into a 3d structure (very similar to the photon map). In the Light Cache put 1500 for subdivs and 8 for no of passes.

The Subdivs determines how many paths are traced from the camera. The actual number of paths is the square of the subdivs (the default 1000 subdivs mean that 1 000 000 paths will be traced from the camera).







[size=14pt]Step 15[/size]

Your settings for the test render are done. If you hit render now, you should see the same image that was shown before. Now all you need to do is apply the materials, and increase the Irradiance Map and Light Cache samples for the final render.






[size=14pt]Step 16[/size]

Now to texture the scene (actually it’s quite simple). The basic parameters that will be used in materials are:
Diffuse – The diffuse color of the material.
Roughness - Can be used to simulate rough surfaces or surfaces covered with dust.
Reflect – The reflection color.
Reflection Glossiness – Controls the sharpness of the reflections. A value of 1.0 means perfect mirror-like reflections; lower values produce blurry or glossy reflections. Use the Subdivs parameter below to control the quality of the glossy reflections.

The shader for the tiles on the base is a simple vray material with a de-saturated texture in the diffuse and a noise map in bump.







[size=14pt]Step 17[/size]

The wood rack is also made of a Vray material with slight reflections and glossiness.





[size=14pt]Step 18
[/size]
The material for the wall is again just simple cream and black colors with no reflections








[size=14pt]Step 19
[/size]
The shader on the wall on which the paintings are hanging is made of steel and white wall. The wall part also has a grainy texture assigned to it.










[size=14pt]Step 20[/size]

Your scene is now textured! You can add any other props or objects you like to fill up the scene. The above rendering settings are good for test renders, but for production quality you will need to increase the samples for the image sampler, Light Cache, and Irradiance map.







[size=14pt]Step 21 [/size]

[size=14pt]Here is the final result! Hope you learned something new!!.[/size]


1 Like

Nairaland / General / Re: Banned For Posting My Tutorials Up Here? ? ? Wtf? ? ? by 9igerian: 5:10pm On Aug 24, 2010
whoever that admin that moved my post here was should know he/she shouled unban my username. . . wtf. . . why yall acting like your running a country or something? ? ? just this small power giving to  you guys , yall running around sh1tting on urselves. . . truth is. . . i am an architect and i have great knowledge of these softwares and im trying to share , and i get banned for it. . . so you who is banning, what have you got? what do u do with your life. . .? piss off. . . im leaving this site for good, i think i got some m0ney to make and hope you happy now? ? ?
Romance / Re: She-males . . . by 9igerian: 5:05pm On Aug 24, 2010
lmao. . . i see [size=14pt]cuteangel[/size] is having fun seeing this dudes hate on emselves. . . i love the new name ur suggesting too. . .




Inked_Nerd:

Ok, first of all stop calling them she-males? You're using an improper term. What is seems like you're trying to describe is a hermaphrodite, not a "she-male". Some people also use the term intersex. And what you describe in your post is limited on information, not because the information doesn't exit but because you just didn't put enough information. You said it a hermaphrodite are girls that are born with d.icks. That isn't entirely true, its not just limited to the physical attributes. If they were girls who were born with manliness then obviously they are of one gender. Hermaphrodites are BOTH male and female, NOT just female. A intersex individual can have the physique of man and have female sex organs.



i never said they were born with d1cks. . . i said birth deformation, meaning more than just born with a d1ck and i know its not just about the females. . . there are males too but in my research i found out there were more females than males . . . plus if you carefully look at my first post, you'd see "[size=14pt]incase u don't know who shemales are, ima give u a non-technical definition[/size]" i just didnt wanna bore people with very long articles. . . i dont like reading long articles. . . same with many nigerians. . . smiley
Nairaland / General / Banned For Posting My Tutorials Up Here? ? ? Wtf? ? ? by 9igerian: 4:50pm On Aug 24, 2010
ok whoever the moderator is, i don't care who you are. . .  i just need you to unban me from this mess. . . what nonsense. . . i was banned for helping people out in the   Graphics/Video section . . . the whoever who banned me telling me how sorry you are for banning me wtf? ? ? is that how you people work around here? ? ? im so disappointed, when did knowledge sharing turn into a NAIRALAND crime? ? ? wtf are you gonna do about those who come around and ask people for money before the get tutorials then? ? ? 

username: 5p1naz
password: i***m***0**6***l

Art, Graphics & Video / Banned For Posting My Tutorials Up Here by 9igerian: 4:44pm On Aug 24, 2010
ok whoever the moderator is, i don't care who you are. . .  i just need you to unban me from this mess. . . what nonsense. . . i was banned for helping people out here telling me you are sorry for banning me? ? ? is that how you people work around here? ? ? im so disappointed, when did knowledge sharing turn into a NAIRALAND crime? ? ? wtf are you gonna do about those who come around and ask people for money before the get tutorials then? ? ?

username: 5p1naz
password: i***m***0**6***l

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