Pyro III - Large Explosion
- 收录时间:2022-03-03 01:56:01
- 文件大小:6GB
- 下载次数:1
- 最近下载:2022-03-03 01:56:01
- 磁力链接:
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文件列表
- 07-Rest Fields and Rendering Tips/01-Comparing Render Engines.ts 239MB
- 03-Combustion/02-Building Combustion Source.ts 204MB
- 03-Combustion/05-Combustion Velocity.ts 197MB
- 10-Adressing Notes and Improvements/09-Final Render & Concluding Thoughts.ts 176MB
- 05-Spikey Pyro/01-Spikes-n-Shrooms.ts 167MB
- 10-Adressing Notes and Improvements/08-Addressing Multiple Explosions.ts 139MB
- 06-Shockwaves and Debris/01-Shockwaves Part I.ts 133MB
- 1-Intro, Reference, Missile Simulations, Pros & Cons/10-Solver Pros & Cons Pt 2.ts 131MB
- 2-Ground Density Simulation/01-Ground Sourcing.ts 130MB
- 1-Intro, Reference, Missile Simulations, Pros & Cons/02-Examining Reference.ts 129MB
- 1-Intro, Reference, Missile Simulations, Pros & Cons/04-Project Outline and Prep Work.ts 122MB
- 08-Rendering With Redshift and Karma/11-XPU Problems and Karma Settings.ts 122MB
- 1-Intro, Reference, Missile Simulations, Pros & Cons/01-Introduction.ts 117MB
- 07-Rest Fields and Rendering Tips/07-Applying the Rest Noise.ts 117MB
- 10-Adressing Notes and Improvements/03-Troubleshooting Debris.ts 113MB
- 06-Shockwaves and Debris/03-Debris Part I.ts 112MB
- 03-Combustion/12-Breaking Up Primary Shapes.ts 111MB
- 08-Rendering With Redshift and Karma/08-Lighting for Pyro Part II.ts 109MB
- 03-Combustion/06-Velocity Limitations.ts 108MB
- 2-Ground Density Simulation/02-Density Particles.ts 107MB
- 10-Adressing Notes and Improvements/06-Camera Shake and Camera Motion Blur.ts 104MB
- 03-Combustion/10-CFL Condition & Substeps.ts 104MB
- 05-Spikey Pyro/05-Spikey Animation Part II.ts 103MB
- 08-Rendering With Redshift and Karma/10-Shading for XPU.ts 96MB
- 04-Vorticles & Microsolvers/04-Exterior Vorticle Strategies.ts 93MB
- 03-Combustion/03-Rasterizing Combustion Source.ts 93MB
- 03-Combustion/04-Simulating Combustion.ts 91MB
- 06-Shockwaves and Debris/04-Debris Part II.ts 91MB
- 08-Rendering With Redshift and Karma/05-Shading with Karma Part II.ts 91MB
- 1-Intro, Reference, Missile Simulations, Pros & Cons/06-Missile Simulation Pt 1.ts 90MB
- 08-Rendering With Redshift and Karma/06-Improving Combustion Shading.ts 90MB
- 08-Rendering With Redshift and Karma/01-Shading with Redshift.ts 88MB
- 2-Ground Density Simulation/04-Density Source Particle Velocity.ts 88MB
- 10-Adressing Notes and Improvements/01-Analyzing Reference and Final Improvements.ts 86MB
- 08-Rendering With Redshift and Karma/07-Lighting for Pyro Part I.ts 83MB
- 1-Intro, Reference, Missile Simulations, Pros & Cons/03-Examining Reference Pt 2.ts 82MB
- 10-Adressing Notes and Improvements/04-Debris, Motion Blur, and Sourcing Color.ts 81MB
- 05-Spikey Pyro/03-Spikes 'N Particles.ts 81MB
- 03-Combustion/09-Generating Swirl Velocity.ts 81MB
- 04-Vorticles & Microsolvers/07-Applying Disturbance.ts 79MB
- 09-Compositing/02-Compositing Explosions Part II.ts 78MB
- 08-Rendering With Redshift and Karma/02-Getting Started with Karma.ts 78MB
- 07-Rest Fields and Rendering Tips/03-Understanding Rest Fields Part I.ts 76MB
- 06-Shockwaves and Debris/05-Falling Debris.ts 73MB
- 1-Intro, Reference, Missile Simulations, Pros & Cons/05-Scene Prep Work.ts 72MB
- 04-Vorticles & Microsolvers/05-Exterior Vorticle Settings.ts 71MB
- 05-Spikey Pyro/04-Spikey Animation Part I.ts 71MB
- 05-Spikey Pyro/02-Trailing A Path.ts 70MB
- 2-Ground Density Simulation/03-Density Source Rasterization.ts 69MB
- 03-Combustion/01-Examining Reference Combustion.ts 69MB
- 06-Shockwaves and Debris/02-Shockwaves Part II.ts 69MB
- 03-Combustion/07-Prepping The Sparse Solver.ts 67MB
- 2-Ground Density Simulation/05-Density Source Solve.ts 66MB
- 04-Vorticles & Microsolvers/03-Interior Vorticle Settings.ts 66MB
- 2-Ground Density Simulation/06-Volume Collisions Source Refinement.ts 65MB
- 08-Rendering With Redshift and Karma/12-Optimizing Karma.ts 64MB
- 09-Compositing/01-Compositing Explosions Part I.ts 61MB
- 07-Rest Fields and Rendering Tips/05-How to Create Rest Fields in DOPs.ts 57MB
- 10-Adressing Notes and Improvements/02-Addressing Nodes and Organization.ts 57MB
- 04-Vorticles & Microsolvers/02-Interior Vorticles Strategies.ts 56MB
- 08-Rendering With Redshift and Karma/04-Shading with Karma Part I.ts 56MB
- 07-Rest Fields and Rendering Tips/06-Optimizing Cached Fields.ts 53MB
- 1-Intro, Reference, Missile Simulations, Pros & Cons/07-Missile Simulation Pt 2.ts 49MB
- 07-Rest Fields and Rendering Tips/08-Scattering And Sharpening.ts 46MB
- 1-Intro, Reference, Missile Simulations, Pros & Cons/09-Solver Pros & Cons Pt 1.ts 44MB
- 03-Combustion/08-Improving Impact.ts 43MB
- 04-Vorticles & Microsolvers/06-Custom Wind Microsolvers.ts 41MB
- 08-Rendering With Redshift and Karma/09-Lighting for Pyro Part III.ts 40MB
- 04-Vorticles & Microsolvers/01-Vorticle Strategies.ts 39MB
- 07-Rest Fields and Rendering Tips/02-Rendering Hacks Part I.ts 39MB
- 03-Combustion/11-Hacking The Pyro Solver.ts 38MB
- 1-Intro, Reference, Missile Simulations, Pros & Cons/08-Start Frame Solver.ts 34MB
- 10-Adressing Notes and Improvements/05-Shading Color Fields with Karma.ts 34MB
- 10-Adressing Notes and Improvements/07-Rendering Ground Shadows.ts 28MB
- 07-Rest Fields and Rendering Tips/04-Understanding Rest Fields Part II.ts 23MB
- 08-Rendering With Redshift and Karma/03-Integrating ACES.ts 15MB
- 03-Combustion/@eaDir/01-Examining Reference Combustion.ts@SynoEAStream 178B
- 03-Combustion/@eaDir/03-Rasterizing Combustion Source.ts@SynoEAStream 178B
- 03-Combustion/@eaDir/04-Simulating Combustion.ts@SynoEAStream 178B
- 03-Combustion/@eaDir/05-Combustion Velocity.ts@SynoEAStream 178B
- 03-Combustion/@eaDir/06-Velocity Limitations.ts@SynoEAStream 178B
- 03-Combustion/@eaDir/07-Prepping The Sparse Solver.ts@SynoEAStream 178B
- 03-Combustion/@eaDir/08-Improving Impact.ts@SynoEAStream 178B
- 03-Combustion/@eaDir/09-Generating Swirl Velocity.ts@SynoEAStream 178B
- 03-Combustion/@eaDir/10-CFL Condition & Substeps.ts@SynoEAStream 178B
- 03-Combustion/@eaDir/11-Hacking The Pyro Solver.ts@SynoEAStream 178B
- 03-Combustion/@eaDir/12-Breaking Up Primary Shapes.ts@SynoEAStream 178B
- 04-Vorticles & Microsolvers/@eaDir/01-Vorticle Strategies.ts@SynoEAStream 178B
- 04-Vorticles & Microsolvers/@eaDir/02-Interior Vorticles Strategies.ts@SynoEAStream 178B
- 04-Vorticles & Microsolvers/@eaDir/03-Interior Vorticle Settings.ts@SynoEAStream 178B
- 04-Vorticles & Microsolvers/@eaDir/04-Exterior Vorticle Strategies.ts@SynoEAStream 178B
- 04-Vorticles & Microsolvers/@eaDir/05-Exterior Vorticle Settings.ts@SynoEAStream 178B
- 04-Vorticles & Microsolvers/@eaDir/06-Custom Wind Microsolvers.ts@SynoEAStream 178B
- 04-Vorticles & Microsolvers/@eaDir/07-Applying Disturbance.ts@SynoEAStream 178B
- 05-Spikey Pyro/@eaDir/01-Spikes-n-Shrooms.ts@SynoEAStream 178B
- 05-Spikey Pyro/@eaDir/02-Trailing A Path.ts@SynoEAStream 178B
- 05-Spikey Pyro/@eaDir/03-Spikes 'N Particles.ts@SynoEAStream 178B
- 05-Spikey Pyro/@eaDir/04-Spikey Animation Part I.ts@SynoEAStream 178B
- 05-Spikey Pyro/@eaDir/05-Spikey Animation Part II.ts@SynoEAStream 178B
- 06-Shockwaves and Debris/@eaDir/01-Shockwaves Part I.ts@SynoEAStream 178B
- 06-Shockwaves and Debris/@eaDir/02-Shockwaves Part II.ts@SynoEAStream 178B
- 06-Shockwaves and Debris/@eaDir/03-Debris Part I.ts@SynoEAStream 178B
- 06-Shockwaves and Debris/@eaDir/04-Debris Part II.ts@SynoEAStream 178B
- 06-Shockwaves and Debris/@eaDir/05-Falling Debris.ts@SynoEAStream 178B
- 07-Rest Fields and Rendering Tips/@eaDir/01-Comparing Render Engines.ts@SynoEAStream 178B
- 07-Rest Fields and Rendering Tips/@eaDir/02-Rendering Hacks Part I.ts@SynoEAStream 178B
- 07-Rest Fields and Rendering Tips/@eaDir/03-Understanding Rest Fields Part I.ts@SynoEAStream 178B
- 07-Rest Fields and Rendering Tips/@eaDir/04-Understanding Rest Fields Part II.ts@SynoEAStream 178B
- 07-Rest Fields and Rendering Tips/@eaDir/05-How to Create Rest Fields in DOPs.ts@SynoEAStream 178B
- 07-Rest Fields and Rendering Tips/@eaDir/06-Optimizing Cached Fields.ts@SynoEAStream 178B
- 07-Rest Fields and Rendering Tips/@eaDir/07-Applying the Rest Noise.ts@SynoEAStream 178B
- 07-Rest Fields and Rendering Tips/@eaDir/08-Scattering And Sharpening.ts@SynoEAStream 178B
- 08-Rendering With Redshift and Karma/@eaDir/01-Shading with Redshift.ts@SynoEAStream 178B
- 08-Rendering With Redshift and Karma/@eaDir/02-Getting Started with Karma.ts@SynoEAStream 178B
- 08-Rendering With Redshift and Karma/@eaDir/03-Integrating ACES.ts@SynoEAStream 178B
- 08-Rendering With Redshift and Karma/@eaDir/04-Shading with Karma Part I.ts@SynoEAStream 178B
- 08-Rendering With Redshift and Karma/@eaDir/05-Shading with Karma Part II.ts@SynoEAStream 178B
- 08-Rendering With Redshift and Karma/@eaDir/06-Improving Combustion Shading.ts@SynoEAStream 178B
- 08-Rendering With Redshift and Karma/@eaDir/07-Lighting for Pyro Part I.ts@SynoEAStream 178B
- 08-Rendering With Redshift and Karma/@eaDir/08-Lighting for Pyro Part II.ts@SynoEAStream 178B
- 08-Rendering With Redshift and Karma/@eaDir/09-Lighting for Pyro Part III.ts@SynoEAStream 178B
- 08-Rendering With Redshift and Karma/@eaDir/10-Shading for XPU.ts@SynoEAStream 178B
- 08-Rendering With Redshift and Karma/@eaDir/11-XPU Problems and Karma Settings.ts@SynoEAStream 178B
- 08-Rendering With Redshift and Karma/@eaDir/12-Optimizing Karma.ts@SynoEAStream 178B
- 09-Compositing/@eaDir/01-Compositing Explosions Part I.ts@SynoEAStream 178B
- 09-Compositing/@eaDir/02-Compositing Explosions Part II.ts@SynoEAStream 178B
- 10-Adressing Notes and Improvements/@eaDir/01-Analyzing Reference and Final Improvements.ts@SynoEAStream 178B
- 10-Adressing Notes and Improvements/@eaDir/02-Addressing Nodes and Organization.ts@SynoEAStream 178B
- 10-Adressing Notes and Improvements/@eaDir/03-Troubleshooting Debris.ts@SynoEAStream 178B
- 10-Adressing Notes and Improvements/@eaDir/04-Debris, Motion Blur, and Sourcing Color.ts@SynoEAStream 178B
- 10-Adressing Notes and Improvements/@eaDir/06-Camera Shake and Camera Motion Blur.ts@SynoEAStream 178B
- 10-Adressing Notes and Improvements/@eaDir/07-Rendering Ground Shadows.ts@SynoEAStream 178B
- 10-Adressing Notes and Improvements/@eaDir/08-Addressing Multiple Explosions.ts@SynoEAStream 178B
- 10-Adressing Notes and Improvements/@eaDir/09-Final Render & Concluding Thoughts.ts@SynoEAStream 178B
- 1-Intro, Reference, Missile Simulations, Pros & Cons/@eaDir/01-Introduction.ts@SynoEAStream 178B
- 1-Intro, Reference, Missile Simulations, Pros & Cons/@eaDir/02-Examining Reference.ts@SynoEAStream 178B
- 1-Intro, Reference, Missile Simulations, Pros & Cons/@eaDir/03-Examining Reference Pt 2.ts@SynoEAStream 178B
- 1-Intro, Reference, Missile Simulations, Pros & Cons/@eaDir/04-Project Outline and Prep Work.ts@SynoEAStream 178B
- 1-Intro, Reference, Missile Simulations, Pros & Cons/@eaDir/05-Scene Prep Work.ts@SynoEAStream 178B
- 1-Intro, Reference, Missile Simulations, Pros & Cons/@eaDir/06-Missile Simulation Pt 1.ts@SynoEAStream 178B
- 1-Intro, Reference, Missile Simulations, Pros & Cons/@eaDir/08-Start Frame Solver.ts@SynoEAStream 178B
- 1-Intro, Reference, Missile Simulations, Pros & Cons/@eaDir/09-Solver Pros & Cons Pt 1.ts@SynoEAStream 178B
- 1-Intro, Reference, Missile Simulations, Pros & Cons/@eaDir/10-Solver Pros & Cons Pt 2.ts@SynoEAStream 178B
- 2-Ground Density Simulation/@eaDir/01-Ground Sourcing.ts@SynoEAStream 178B
- 2-Ground Density Simulation/@eaDir/02-Density Particles.ts@SynoEAStream 178B
- 2-Ground Density Simulation/@eaDir/03-Density Source Rasterization.ts@SynoEAStream 178B
- 2-Ground Density Simulation/@eaDir/04-Density Source Particle Velocity.ts@SynoEAStream 178B
- 2-Ground Density Simulation/@eaDir/05-Density Source Solve.ts@SynoEAStream 178B
- 2-Ground Density Simulation/@eaDir/06-Volume Collisions Source Refinement.ts@SynoEAStream 178B
- 03-Combustion/@eaDir/02-Building Combustion Source.ts@SynoEAStream 177B
- 10-Adressing Notes and Improvements/@eaDir/05-Shading Color Fields with Karma.ts@SynoEAStream 177B
- 1-Intro, Reference, Missile Simulations, Pros & Cons/@eaDir/07-Missile Simulation Pt 2.ts@SynoEAStream 177B