Release date:2020

Author:Yao Qin

Skill level:Beginner

Language:English

Exercise files:Yes

What is our update policy? All the course is updated on a weekly basis. This course has been completed. It’s no more updates.However, you need to aware that all the courses on our website are not available offline.

The instructor for this tutorial is Qin Yao from China, a renowned CG artist for visual effects. This tutorial starts with the basic commands and operation in Clarisse IFX, and includes three cases of large-scale movie-like scenes. After the tutorial, you are expected to be more familiar with Clarisse IFX, acquire production skills essential for advanced CG scenes, and expand your knowledge base to scene arrangement, geographical making, plant creation, light and shadow settings, matte painting and Nuke compositing.

Chapter 01 – Getting to Know Clarisse

01. About the Clarisse Operation Interfaceg 02. Project Setup and Document Management

Chapter 02 – Model Operation and Editing

03. Model Import and Attribute Editing 04. Understand Combiner Merging Objects and Grouping 05. Use the Clone Stamp Tool 06. Use the Constraint Tool

Chapter 03 – Material Editing and Lighting Details

07. Displacement Mapping 08. Types of Lights 09. HDRI Based Ambient Light Rendering 10. Volume of Light Fog Rendering 11. Create PBR Standard Physical Material 12. Specular Based PBR Process 13. Metallic Based PBR Process 14. Different UV Mapping Methods 15. Application of Program Texture 16. Assign Materials by Using the Shading Layer Editor 17. Use Shading Variables Material Variables

Chapter 04 – An In-Depth Understanding of Scene Spread

18. Understand Point Cloud and Scatter Tools 19. Bake Particles and Use a Brush to Adjust Object Scatter 20. Advanced Application of Object Dispersion – Plant Scatte 21. Advanced Application of Object Spread – Crowd Simulation

Chapter 05 – Animation Modules and Special Effects

22. Timeline and Key Frame Animation 23. the Basics of Using a Scope Controller 24. Use Scope Controller to Extend the Article

Chapter 06 – Import and Edit of Other Assets

25. Import the VDB Volume Cloud Made by Houdini 26. Import Houdini Made VDB Flame 27. Maya Hair Import and Edit 28. SpeedTree Vegetation Import and Editing

Chapter 07 – Render Settings

29. Basic Render Settings 30. Export Rendered Output Channels 31. Fundamental of Nuke 32. Customize the AOV_Store Channel 33. Rendering Noise Reduction and Quality Control 34. Use ShadowCatcher in Conjunction with Live-Action Render 35. Cartoon Material Rendering 36. Use of Light Path Expressions

Chapter 08 – Introduction to Clarisse Python

37. Understand the Basic Statements of Python in Clarisse 38. Use Clarisses GuiLibrary to Create the Tool Interface

Chapter 09 – Clarisse Tools

39. Automatically Create the LookDev Project File 40. Automatically Create Render Test Greyballs and Reflectio

Chapter 10 – New Features with Clarisse 4.0

41. HDRI Based Ambient Light Creation Tool 42. the Playblast Shot 43. Inherit UV Properties Using Layer Editing 44. the Surface Constraints 45. Use of the Transform Tool 46. Layer Render with Mask Objects 47. Improvement of Volume Material 48. Bulk Object Density Clipping 49. Multiple Scattering 50. Lantern Festival Point 51. IES Light Domain Network 52. Spotlight Improvements 53. Application of Expressions

Chapter 11 – Creation of Island

54. Understand the WorldCreator Interface Part 1 55. Understand the WorldCreator Interface Part 2 56. Island Terrain Example Production 57. Island Mapping 58. Island Model Reduction and Optimization

Chapter 12 – Details of the Island

59. Import the Island Model with Basic Lighting Creation In 60. Create Island Base Materials and Textures in Clarisse 61. Make Sea Surface Textures in Clarisse 62. Island Vegetation Distribution Is Made in Clarisse 63. Create Future City in Clarisse Part 1 64. Create a Cloud Atmosphere in Clarisse 65. Make the Ship Animation Cluster in Clarisse 66. Create Future City in Clarisse Part 2

Chapter 13 – Render and Post Processing

67. Island Scene Render Output Settings 68. Final Scene Compostion

Chapter 14 – Underwater Camera Layout

69. Use Simplified Models to Make Underwater Scene Layout 70. Construction of Underwater Stone Body Structure

Chapter 15 – Underwater Asset Production

71. Underwater Stone Scattering 72. Underwater Plant Assets with Dynamic Production 73. Underwater Plant Scattering 74. Create Materials for Underwater Scenes

Chapter 16 – Underwater Scene Lighting and Detail Processing

75. Underwater Visibility Simulation 76. Underwater Lighting Caustic Simulation 77. Underwater Moss Production

Chapter 17 – Animation of Underwater Scenes

78. Mermaid Animation 79. Fish Animation

Chapter 18 – Rendering and Composition of Underwater Scenes

80. Underwater Scene Rendering Settings 81. Underwater Scene Final Composition 82. Underwater Impurity Simulation

Chapter 19 – Making the City Layout

83. Understand the CityEngine Interface 84. Map the Citys Road Network in CityEngine 85. Use CGA Programming to Segment Urban Areas 86. CityEngine Is Combined with Clarisse to Create City Layout Part 1 87. CityEngine Is Combined with Clarisse to Create City Layout Part 2 88. Optimize CGA Layout Code Part 1 89. Optimize CGA Layout Code Part 2 90. Update Map Layout and Building Assets in Real Time

Chapter 20 – City Lighting Materials and Atmosphere

91. Create City Base Materials and Lighting 92. Create Urban Spotlight and Atmosphere

Chapter 21 – Details of the City

093. Fine-Tune City Streets 094. Create a Viaduct Network 095. Create a Viaduct CGA Rule 096. Create Street Lighting Distribution 097. Create a Vehicle Distribution 098. Create Billboard Distribution 099. Fine-Tune the City Lights 100. Create AR Style Lighting

Chapter 22 – Case Adjustment of Large Cities

101. Large City Case Rendering Settings 102. Synthesis and Retouching of Large City Cases

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