Tuesday, 3 September 2013

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Fluid

In the Fluid Session, Learn to render realistic bodies of water with Maya. In this session, Shavikant walks you through his process, providing the viewer with a greater understanding of how to set up dynamic fluid simulations for production shot assets & shows how to work with the Fluid node attributes, control the simulation quality, make collisions that mimic surface wake or waves, float objects, and improve the realism of your scenes with lighting, shading ,hdri map and reflectivity.
Level of Detail (LOD)
In the LOD session, Shavikant have discussed Level of detail is a general design term for video game landscapes in which closer objects are rendered with more polygons than objects that are farther away. Generally speaking, the level of detail is dictated by the game's system requirements. Given the power of modern processors, very little degradation in the level of detail is noticeable anymore. Put too much on screen at the same time and the game can grind to a halt. This is where level of detail (LOD) models can help. By switching to lower-resolution models as the character or object moves away from the camera, you can lighten the overall polygon count on the screen without sacrificing visual quality. In this session, Shavikant Chauhan shows you how to get the best out of LOD models while keeping quality high and the frame rate solid.The total number of polygons in the lower LODs must not be greater than the polygon count of the highest LOD. For example, if you’re using four LODs and your most detailed model has a total of 5,000 polygons, the next LOD down should be around 3,000, the model after that would be 1,500, and the last one would be 500. If you have more than four LODs, the limits would have to be adjusted.

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