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	<title>Blog.:.CGSutra</title>
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		<title>Autodesk Releases Maya &amp; Max 2011</title>
		<link>http://blog.cgsutra.com/2010/03/09/autodesk-releases-maya-max-2011/</link>
		<comments>http://blog.cgsutra.com/2010/03/09/autodesk-releases-maya-max-2011/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 03:53:58 +0000</pubDate>
		<dc:creator>Pradeep Mamgain</dc:creator>
				<category><![CDATA[Software Releases]]></category>
		<category><![CDATA[3ds max 2011]]></category>
		<category><![CDATA[autodesk]]></category>
		<category><![CDATA[autodesk area]]></category>
		<category><![CDATA[maya 2011]]></category>
		<category><![CDATA[motion builder 2011]]></category>
		<category><![CDATA[mudbox 2011]]></category>

		<guid isPermaLink="false">http://blog.cgsutra.com/2010/03/09/autodesk-releases-maya-max-2011/</guid>
		<description><![CDATA[
			
				
			
		
 
What&#8217;s New in Maya Entertainment Creation Suite 
Maya 2011 
Autodesk® Maya® 2011 3D modeling, animation, visual effects, rendering, and compositing software includes the following new and enhanced features: 

A revitalized user interface offers a more consistent, improved user experience across all supported Maya platforms. 
Skinning tools and workflows help you create better-skinned characters with [...]]]></description>
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<h4>What&#8217;s New in Maya Entertainment Creation Suite </h4>
<h5>Maya 2011 </h5>
<p>Autodesk<sup>®</sup> Maya<sup>®</sup> 2011 3D modeling, animation, visual effects, rendering, and compositing software includes the following new and enhanced features: </p>
<ul>
<li>A revitalized user interface offers a more consistent, improved user experience across all supported Maya platforms. </li>
<li>Skinning tools and workflows help you create better-skinned characters with more realistic deformations in less time. </li>
<li>A nondestructive retargeting workflow that uses the Autodesk<sup>®</sup> HumanIK<sup>®</sup> 4.5 animation middleware libraries enables you to reuse, correct, and enhance motion-capture and other animation data faster and more easily. </li>
<li>3D editorial capabilities help accelerate previsualization and virtual movie-making production </li>
<li>Assets and file referencing enhancements enable you to more easily segment, reuse, and exchange data with or without file referencing. </li>
</ul>
<h5>MotionBuilder 2011 </h5>
<p>Autodesk<sup>®</sup> MotionBuilder<sup>®</sup> 2011 3D character animation software includes the following new and enhanced features: </p>
<ul>
<li>NVIDIA<sup>®</sup> PhysX<sup>®</sup> plug-in enables better creation of rag-doll simulations. </li>
<li>Improved animation layers match the behavior of those in Maya 2009 and higher, and offer better interoperability. </li>
<li>Skinned characters play back faster by using the computing power of the GPU. </li>
<li>Updated native Autodesk<sup>®</sup> FBX<sup>®</sup> 2011 format support helps eliminate extra translation steps. </li>
<li>Expanded Mocap samples provide access to data for various human body types and motion to help bring characters to life. </li>
</ul>
<h5>Mudbox 2011 </h5>
<p>Autodesk<sup>®</sup> Mudbox<sup>®</sup> 2011 digital sculpting and texture painting software includes the following new and enhanced features: </p>
<ul>
<li>Deform and pose models quickly and easily to change their design, access occluded regions, present them for approval, or prepare them for map extraction. </li>
<li>Selectively edit and manipulate existing paint and photo-based layers with new image adjustment brushes. </li>
<li>Transfer models and scene information between Mudbox 2011 and Maya 2011with a single click. </li>
<li>Extract maps using a new Vector Displacement method and represent displacements that do not simply follow the normal: for example, forms with appendages, undercuts, folds and bulges. </li>
<li>Import and export multiple layers in PSD files to leverage the Adobe® PhotoShop® toolset on more demanding projects. </li>
</ul>
<p>&#160;</p>
<h3>What&#8217;s New in 3ds Max 2011 Entertainment Creation Suite </h3>
<h6>3ds Max 2011 </h6>
<p><strong>Autodesk<sup>®</sup> 3ds Max<sup>®</sup> 2011 3D modeling, animation, rendering software includes the following new and enhanced features:</strong></p>
<ul>
<li>Slate, a new node-based material editor, enables you to more easily visualize and edit material component relationships. </li>
<li>Quicksilver hardware renderer enables you to create high-fidelity pre-visualizations, animatics, and games-related marketing materials in less time. </li>
<li>Graphite modeling and Viewport Canvas tools help accelerate modeling and texturing tasks. </li>
<li>The new 3ds Max Composite feature offers high-performance, HDR-capable compositing tools and is based on technology from Autodesk<sup>®</sup> Toxik<sup>®</sup> software. </li>
<li>3ds Max 2010-compatible format enables you to save scene files to help manage the transition to 3ds Max 2011. </li>
</ul>
<h6>MotionBuilder 2011 </h6>
<p><strong>Autodesk<sup>®</sup> MotionBuilder<sup>®</sup> 2011 3D character animation software includes the following new and enhanced features:</strong></p>
<ul>
<li>NVIDIA<sup>®</sup> PhysX<sup>®</sup> plug-in enables better creation of rag-doll simulations. </li>
<li>Improved animation layers match the behavior of those in Maya 2009 and higher, and offer better interoperability. </li>
<li>Skinned characters play back faster by using the computing power of the GPU. </li>
<li>Updated native Autodesk<sup>®</sup> FBX<sup>®</sup> 2011 format support helps eliminate extra translation steps. </li>
<li>Expanded Mocap samples provide access to data for various human body types and motion to help bring characters to life. </li>
</ul>
<h6>Mudbox 2011 </h6>
<p><strong>Autodesk<sup>®</sup> Mudbox<sup>®</sup> 2011 digital sculpting and texture painting software includes the following new and enhanced features:</strong></p>
<ul>
<li>Deform and pose models quickly and easily to change their design, access occluded regions, present them for approval, or prepare them for map extraction. </li>
<li>Selectively edit and manipulate existing paint and photo-based layers with new image adjustment brushes. </li>
<li>Transfer models and scene information between Mudbox 2011 and Maya 2011with a single click. </li>
<li>Extract maps using a new Vector Displacement method and represent displacements that do not simply follow the normal: for example, forms with appendages, undercuts, folds and bulges. </li>
<li>Import and export multiple layers in PSD files to leverage the Adobe® PhotoShop® toolset on more demanding projects. </li>
</ul>
<p>&#160;</p>
<p><a href="http://area.autodesk.com/products">source</a></p>


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	Tags: <a href="http://blog.cgsutra.com/tag/3ds-max-2011/" title="3ds max 2011" rel="tag">3ds max 2011</a>, <a href="http://blog.cgsutra.com/tag/autodesk/" title="autodesk" rel="tag">autodesk</a>, <a href="http://blog.cgsutra.com/tag/autodesk-area/" title="autodesk area" rel="tag">autodesk area</a>, <a href="http://blog.cgsutra.com/tag/maya-2011/" title="maya 2011" rel="tag">maya 2011</a>, <a href="http://blog.cgsutra.com/tag/motion-builder-2011/" title="motion builder 2011" rel="tag">motion builder 2011</a>, <a href="http://blog.cgsutra.com/tag/mudbox-2011/" title="mudbox 2011" rel="tag">mudbox 2011</a><br />

	<h4>Related posts</h4>
	<ul class="st-related-posts">
	<li><a href="http://blog.cgsutra.com/2008/11/24/softimage-now-part-of-autodesk/" title="Softimage: Now Part of Autodesk (November 24, 2008)">Softimage: Now Part of Autodesk</a> (0)</li>
	<li><a href="http://blog.cgsutra.com/2010/03/06/make-a-clear-blueprint-in-max/" title="Make a clear blueprint in max (March 6, 2010)">Make a clear blueprint in max</a> (0)</li>
	<li><a href="http://blog.cgsutra.com/2008/11/11/open-letter-to-autodesk-regarding-the-softimage-acquisition/" title="Open Letter to Autodesk Regarding the Softimage Acquisition (November 11, 2008)">Open Letter to Autodesk Regarding the Softimage Acquisition</a> (0)</li>
	<li><a href="http://blog.cgsutra.com/2008/11/29/softimageautodeskxsi-701-released/" title="Softimage(Autodesk)|XSI 7.01 released (November 29, 2008)">Softimage(Autodesk)|XSI 7.01 released</a> (0)</li>
</ul>

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		<title>40+ Autodesk 3ds Max Tutorials for Beginners and Advance</title>
		<link>http://blog.cgsutra.com/2010/03/09/40-autodesk-3ds-max-tutorials-for-beginners-and-advance/</link>
		<comments>http://blog.cgsutra.com/2010/03/09/40-autodesk-3ds-max-tutorials-for-beginners-and-advance/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 11:12:52 +0000</pubDate>
		<dc:creator>Pradeep Mamgain</dc:creator>
				<category><![CDATA[Visual Effects Tuts]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[3ds max tutorial]]></category>
		<category><![CDATA[cgsutra]]></category>

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		<description><![CDATA[
			
				
			
		
Autodesk 3ds Max, (formerly known as 3D Studio MAX) is a software that models, animates and renders any design to look more realistic. At present, more and more designers are into mastering this software to widen their skills and explore the design possibilities especially nowadays that almost everything is 3D.
To aid those designers who are [...]]]></description>
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<p><strong>Autodesk 3ds Max</strong>, (<em>formerly known as 3D Studio MAX</em>) is a software that models, animates and renders any design to look more realistic. At present, more and more designers are into mastering this software to widen their skills and explore the design possibilities especially nowadays that almost everything is 3D.</p>
<p>To aid those designers who are aiming to master 3D designs, we bring you <strong>40+ Autodesk 3ds Max Tutorials for Beginners and Advance </strong>. The list is composed of several techniques that you may need to use in creating 3D graphics with the help of other software like Photoshop, Zbrush and special plugin like V-ray to enhance the result. For advance users, however, this post may be used as a refresher for techniques you may have learned before or you may also find new and innovative tips as shared by the author… Have fun learning!!!</p>
<p><a href="http://naldzgraphics.net/tutorials/40-autodesk-3ds-max-tutorials-for-beginners-and-advance/">source</a></p>


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		<title>Unity 3.0 Announced</title>
		<link>http://blog.cgsutra.com/2010/03/09/unity-3-0-announced/</link>
		<comments>http://blog.cgsutra.com/2010/03/09/unity-3-0-announced/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 11:11:30 +0000</pubDate>
		<dc:creator>Pradeep Mamgain</dc:creator>
				<category><![CDATA[CG News]]></category>
		<category><![CDATA[3d game engine]]></category>
		<category><![CDATA[cgsutra]]></category>
		<category><![CDATA[game engine]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://blog.cgsutra.com/2010/03/09/unity-3-0-announced/</guid>
		<description><![CDATA[
			
				
			
		
 
Unity has unveiled the third generation of its game development platform which supports Android, iPad and Playstation 3 in addition to Xbox 360, iPhone, Wii, Web and PC. The announcement underscores Unity’s “Author Once, Deploy Anywhere” vision.
New and Enhanced Features in Unity 3.0    Among a host of updates in this release [...]]]></description>
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<p><a href="http://blog.cgsutra.com/wp-content/uploads/2010/03/unity.jpg"><img title="unity" style="border-right: 0px; border-top: 0px; display: inline; border-left: 0px; border-bottom: 0px" height="275" alt="unity" src="http://blog.cgsutra.com/wp-content/uploads/2010/03/unity_thumb.jpg" width="479" border="0" /></a> </p>
<p><a href="http://www.unity3d.com">Unity</a> has unveiled the third generation of its game development platform which supports Android, iPad and Playstation 3 in addition to Xbox 360, iPhone, Wii, Web and PC. The announcement underscores Unity’s “Author Once, Deploy Anywhere” vision.</p>
<p><strong>New and Enhanced Features in Unity 3.0</strong>    <br />Among a host of updates in this release are major updates to Unity’s rendering capabilities, its physics features and significant optimizations to its core systems to make targeting multiple platforms easier than ever for developers. For improved performance and fidelity in its rendering, Unity now includes fully integrated licensed technology from Illuminate Labs and Umbra Software. Used in games such as the highly regarded Mirror’s Edge, Illuminate Lab’s Beast lighting software provides Unity developers with a complete global illumination solution for photorealistic scene lighting. Ensuring exceptional performance for games with large, open scenes and complex geometry, Umbra’s occlusion culling software is also fully integrated in Unity 3.0. Both Umbra and Beast are included in Unity Pro at no additional cost.</p>
<p><a href="http://www.cgchannel.com/2010/03/unity-3-0-announced/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+cgchannel%2FnHpU+%28CG+Channel%29">source</a></p>


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	Tags: <a href="http://blog.cgsutra.com/tag/3d-game-engine/" title="3d game engine" rel="tag">3d game engine</a>, <a href="http://blog.cgsutra.com/tag/cgsutra/" title="cgsutra" rel="tag">cgsutra</a>, <a href="http://blog.cgsutra.com/tag/game-engine/" title="game engine" rel="tag">game engine</a>, <a href="http://blog.cgsutra.com/tag/unity/" title="unity" rel="tag">unity</a><br />

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</ul>

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		<title>Details for Farmville Cheat Maker 2010</title>
		<link>http://blog.cgsutra.com/2010/03/09/details-for-farmville-cheat-maker-2010/</link>
		<comments>http://blog.cgsutra.com/2010/03/09/details-for-farmville-cheat-maker-2010/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 11:09:57 +0000</pubDate>
		<dc:creator>Pradeep Mamgain</dc:creator>
				<category><![CDATA[Misc]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[farmville]]></category>

		<guid isPermaLink="false">http://blog.cgsutra.com/2010/03/09/details-for-farmville-cheat-maker-2010/</guid>
		<description><![CDATA[
			
				
			
		
This post is not about CG but I just found this torrent and you all farmville fans might like it.
 
download torrent





		
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			Add this to Mister [...]]]></description>
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<p>This post is not about CG but I just found this torrent and you all farmville fans might like it.</p>
<p><a href="http://blog.cgsutra.com/wp-content/uploads/2010/03/fv.jpg"><img title="fv" style="border-right: 0px; border-top: 0px; display: inline; border-left: 0px; border-bottom: 0px" height="244" alt="fv" src="http://blog.cgsutra.com/wp-content/uploads/2010/03/fv_thumb.jpg" width="222" border="0" /></a> </p>
<p><a href="http://www.demonoid.com/files/details/2165420/775222/">download torrent</a></p>


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		<title>How Do You Balance Life With Animation?</title>
		<link>http://blog.cgsutra.com/2010/03/09/how-do-you-balance-life-with-animation/</link>
		<comments>http://blog.cgsutra.com/2010/03/09/how-do-you-balance-life-with-animation/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 11:07:41 +0000</pubDate>
		<dc:creator>Pradeep Mamgain</dc:creator>
				<category><![CDATA[Inspiration]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[cgsutra]]></category>

		<guid isPermaLink="false">http://blog.cgsutra.com/2010/03/09/how-do-you-balance-life-with-animation/</guid>
		<description><![CDATA[
			
				
			
		
Well, when I was working full time in the industry I actually had a lot of fun, made many good friends and really enjoyed what I was doing. So animation and work in general were a big part of my life. Overall it didn&#8217;t feel unbalanced, even though I always felt that a 10 hour [...]]]></description>
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<p>Well, when I was working full time in the industry I actually had a lot of fun, made many good friends and really enjoyed what I was doing. So animation and work in general were a big part of my life. Overall it didn&#8217;t feel unbalanced, even though I always felt that a 10 hour work journey is a bit much for someone who has the desire to also pursue other interests in life outside of animation. But overall, working in the industry felt like it was the right thing for me at the time. Still, I found time to sing in a couple of bands, make puppets, write a couple of children&#8217;s books, go out, enjoy my friends, go camping, etc.</p>
<p><a href="http://www.animationtipsandtricks.com/2010/03/how-do-you-balance-life-with-animation.html">full story</a></p>


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		<title>Adobe Photoshop.com now available to Android developers</title>
		<link>http://blog.cgsutra.com/2010/03/09/adobe-photoshop-com-now-available-to-android-developers/</link>
		<comments>http://blog.cgsutra.com/2010/03/09/adobe-photoshop-com-now-available-to-android-developers/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 11:06:54 +0000</pubDate>
		<dc:creator>Pradeep Mamgain</dc:creator>
				<category><![CDATA[CG News]]></category>
		<category><![CDATA[adobe]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[cgsutra]]></category>
		<category><![CDATA[Photoshop]]></category>

		<guid isPermaLink="false">http://blog.cgsutra.com/2010/03/09/adobe-photoshop-com-now-available-to-android-developers/</guid>
		<description><![CDATA[
			
				
			
		
Adobe has announced that third-party application developers can have access to the Photoshop.com Mobile for the Android 1.1 editor.Photoshop.com Mobile was introduced for Apple iPhone and iPod touch users last year, with a worldwide roll-out extending availability in December. The free application enables users to edit and share photos via what&#8217;s billed as a simple [...]]]></description>
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<p>Adobe has announced that third-party application developers can have access to the Photoshop.com Mobile for the Android 1.1 editor.Photoshop.com Mobile was introduced for Apple iPhone and iPod touch users last year, with a worldwide roll-out extending availability in December. The free application enables users to edit and share photos via what&#8217;s billed as a simple intuitive interface.</p>
<p><a href="http://www.digitalartsonline.co.uk/news/index.cfm?RSS&amp;NewsID=13562">full story</a></p>


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		<title>Oscars 2010</title>
		<link>http://blog.cgsutra.com/2010/03/08/oscars-2010/</link>
		<comments>http://blog.cgsutra.com/2010/03/08/oscars-2010/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 09:39:21 +0000</pubDate>
		<dc:creator>Pradeep Mamgain</dc:creator>
				<category><![CDATA[CG News]]></category>
		<category><![CDATA[cgsutra]]></category>
		<category><![CDATA[movies]]></category>
		<category><![CDATA[oscars]]></category>
		<category><![CDATA[oscars 2010]]></category>

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		<description><![CDATA[
			
				
			
		
 
VFX

Best Picture
&#160;
Actor in a Leading role
&#160;
Actress in a leading role
&#160;
Best Animated Movie
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Cinematography
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Art Direction
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<p><a href="http://blog.cgsutra.com/wp-content/uploads/2010/03/8.jpg"><img title="8" style="border-right: 0px; border-top: 0px; display: inline; border-left: 0px; border-bottom: 0px" height="79" alt="8" src="http://blog.cgsutra.com/wp-content/uploads/2010/03/8_thumb.jpg" width="444" border="0" /></a> </p>
<p>VFX</p>
<p><a href="http://blog.cgsutra.com/wp-content/uploads/2010/03/1.jpg"><img title="1" style="border-right: 0px; border-top: 0px; display: inline; border-left: 0px; border-bottom: 0px" height="82" alt="1" src="http://blog.cgsutra.com/wp-content/uploads/2010/03/1_thumb.jpg" width="441" border="0" /></a></p>
<p>Best Picture</p>
<p>&#160;<a href="http://blog.cgsutra.com/wp-content/uploads/2010/03/2.jpg"><img title="2" style="border-right: 0px; border-top: 0px; display: inline; border-left: 0px; border-bottom: 0px" height="75" alt="2" src="http://blog.cgsutra.com/wp-content/uploads/2010/03/2_thumb.jpg" width="440" border="0" /></a></p>
<p>Actor in a Leading role</p>
<p>&#160;<a href="http://blog.cgsutra.com/wp-content/uploads/2010/03/3.jpg"><img title="3" style="border-right: 0px; border-top: 0px; display: inline; border-left: 0px; border-bottom: 0px" height="79" alt="3" src="http://blog.cgsutra.com/wp-content/uploads/2010/03/3_thumb.jpg" width="445" border="0" /></a></p>
<p>Actress in a leading role</p>
<p>&#160;<a href="http://blog.cgsutra.com/wp-content/uploads/2010/03/4.jpg"><img title="4" style="border-right: 0px; border-top: 0px; display: inline; border-left: 0px; border-bottom: 0px" height="80" alt="4" src="http://blog.cgsutra.com/wp-content/uploads/2010/03/4_thumb.jpg" width="448" border="0" /></a></p>
<p>Best Animated Movie</p>
<p>&#160;<a href="http://blog.cgsutra.com/wp-content/uploads/2010/03/5.jpg"><img title="5" style="border-right: 0px; border-top: 0px; display: inline; border-left: 0px; border-bottom: 0px" height="80" alt="5" src="http://blog.cgsutra.com/wp-content/uploads/2010/03/5_thumb.jpg" width="450" border="0" /></a></p>
<p>Cinematography</p>
<p>&#160;<a href="http://blog.cgsutra.com/wp-content/uploads/2010/03/6.jpg"><img title="6" style="border-right: 0px; border-top: 0px; display: inline; border-left: 0px; border-bottom: 0px" height="76" alt="6" src="http://blog.cgsutra.com/wp-content/uploads/2010/03/6_thumb.jpg" width="448" border="0" /></a></p>
<p>Art Direction</p>
<p>&#160;<a href="http://blog.cgsutra.com/wp-content/uploads/2010/03/7.jpg"><img title="7" style="border-right: 0px; border-top: 0px; display: inline; border-left: 0px; border-bottom: 0px" height="79" alt="7" src="http://blog.cgsutra.com/wp-content/uploads/2010/03/7_thumb.jpg" width="455" border="0" /></a> </p>
<p>Director</p>
<p><a href="http://oscar.go.com/oscar-night/winners">more info</a></p>


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		<title>The Ingredients of a Successful Website</title>
		<link>http://blog.cgsutra.com/2010/03/08/the-ingredients-of-a-successful-website/</link>
		<comments>http://blog.cgsutra.com/2010/03/08/the-ingredients-of-a-successful-website/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 09:30:06 +0000</pubDate>
		<dc:creator>Pradeep Mamgain</dc:creator>
				<category><![CDATA[web]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[cgsutra]]></category>
		<category><![CDATA[website]]></category>

		<guid isPermaLink="false">http://blog.cgsutra.com/2010/03/08/the-ingredients-of-a-successful-website/</guid>
		<description><![CDATA[
			
				
			
		
 
The first published article on Six Revisions was about the things you need for a web project to succeed. Two years later, the site has reached a point that I would consider &#34;successful&#34;.
The definition of &#34;success&#34; is different to everyone. To me, I define success as having a large audience that consists of readers [...]]]></description>
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<p><a href="http://blog.cgsutra.com/wp-content/uploads/2010/03/in.jpg"><img title="in" style="border-right: 0px; border-top: 0px; display: inline; border-left: 0px; border-bottom: 0px" height="199" alt="in" src="http://blog.cgsutra.com/wp-content/uploads/2010/03/in_thumb.jpg" width="508" border="0" /></a> </p>
<p>The first published article on Six Revisions was about the <a href="http://sixrevisions.com/project-management/6-things-you-need-for-your-web-project-to-succeed/">things you need for a web project to succeed</a>. Two years later, the site has reached a point that I would consider &quot;successful&quot;.</p>
<p>The definition of &quot;success&quot; is different to everyone. To me, I define success as having a large audience that consists of readers from all over the globe that love and enjoy your work as much as you do.</p>
<p><a href="http://sixrevisions.com/project-management/the-ingredients-of-a-successful-website/">read</a></p>


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		<title>Rendering Fluid with 1 dynamic attribute</title>
		<link>http://blog.cgsutra.com/2010/03/08/rendering-fluid-with-1-dynamic-attribute/</link>
		<comments>http://blog.cgsutra.com/2010/03/08/rendering-fluid-with-1-dynamic-attribute/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 09:27:46 +0000</pubDate>
		<dc:creator>Pradeep Mamgain</dc:creator>
				<category><![CDATA[Visual Effects Tuts]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[maya fluids]]></category>
		<category><![CDATA[vfx]]></category>
		<category><![CDATA[vfx tutorials]]></category>

		<guid isPermaLink="false">http://blog.cgsutra.com/2010/03/08/rendering-fluid-with-1-dynamic-attribute/</guid>
		<description><![CDATA[
			
				
			
		
Its not uncommon to sim and render fluids with dynamics attributes higher than 1, but that tends to lead to issues in shading and rendering since maya&#8217;s internal fluid shader defaults to 0-1 value mapping. Yay! I mean, YAY there&#8217;s a workable solution!The draw backs to this is not being able to see your ramps [...]]]></description>
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<p>Its not uncommon to sim and render fluids with dynamics attributes higher than 1, but that tends to lead to issues in shading and rendering since maya&#8217;s internal fluid shader defaults to 0-1 value mapping. Yay! I mean, YAY there&#8217;s a workable solution!The draw backs to this is not being able to see your ramps entirety, altho you could write a MEL script that just displays your ramp on another ramp&#8230;</p>
<p><a href="http://agentfx.blogspot.com/2010/03/rendering-fluids-with-higher-than-1.html">watch tutorial</a></p>


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	Tags: <a href="http://blog.cgsutra.com/tag/maya/" title="Maya" rel="tag">Maya</a>, <a href="http://blog.cgsutra.com/tag/maya-fluids/" title="maya fluids" rel="tag">maya fluids</a>, <a href="http://blog.cgsutra.com/tag/vfx/" title="vfx" rel="tag">vfx</a>, <a href="http://blog.cgsutra.com/tag/vfx-tutorials/" title="vfx tutorials" rel="tag">vfx tutorials</a><br />

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		<title>The FX Process</title>
		<link>http://blog.cgsutra.com/2010/03/08/the-fx-process/</link>
		<comments>http://blog.cgsutra.com/2010/03/08/the-fx-process/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 09:26:06 +0000</pubDate>
		<dc:creator>Pradeep Mamgain</dc:creator>
				<category><![CDATA[CG News]]></category>
		<category><![CDATA[cgsutra]]></category>
		<category><![CDATA[fx]]></category>
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		<description><![CDATA[
			
				
			
		
Here&#8217;s the thing. Its not about how did I or why did I do something in a scene. Its a process. I start with 1 fluid 1 emitter kinda low rez (50&#215;50x50&#8242;ish) I turn everything on, b/c I know what I&#8217;m doing and what I want to make   I set only 3 attrs [...]]]></description>
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<p>Here&#8217;s the thing. Its not about how did I or why did I do something in a scene. Its a process. I start with 1 fluid 1 emitter kinda low rez (50&#215;50x50&#8242;ish) I turn everything on, b/c I know what I&#8217;m doing and what I want to make <img src='http://blog.cgsutra.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  I set only 3 attrs damp 0.01 swirl 10 temp turb 5, the second 2 are just the sliders all the way up. Playblast. Hmm looks like the fuel isn&#8217;t burning fast enough, turn up reaction speed and turn down ignition temp. playblast. Hmm looks like temp isn&#8217;t fading out now. Turn up dissipation. playblast. Nope not enough, turn up more. playblast. Hmm looks too regular.</p>
<p><a href="http://agentfx.blogspot.com/2010/03/fx-process.html">read</a></p>


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