概述:001 Welcome |
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概述:002 What you need to know |
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概述:003 Exercise files |
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概述:004 Navigation |
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概述:005 Viewport and display modes |
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概述:006 Panes |
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概述:007 Desktops |
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概述:008 Preferences |
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概述:009 Display options and visualizers |
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概述:010 Global animation options |
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概述:011 Nomenclature |
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概述:012 Network view |
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概述:013 Node flags |
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概述:014 Geometry spreadsheet |
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概述:015 Tree view |
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概述:016 Shelf Tools |
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概述:017 Object vs. suface context |
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概述:018 Geometry types |
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概述:019 Viewing standard attributes |
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概述:020 Selection |
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概述:021 Grid and snapping |
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概述:022 Basic box up modeling |
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概述:023 Polysplit and edge loops |
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概述:024 Clip and mirror |
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概述:025 Polybevel and divide |
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概述:026 Curve SOP |
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概述:027 UV unwrap |
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概述:028 Creating groups |
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概述:029 Creating attributes |
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概述:030 Copy SOP |
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概述:031 Copy SOP with template attributes |
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概述:032 Copy SOP with stamping |
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概述:033 Packed feometry |
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概述:034 Geometry with VDBs |
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概述:035 VOP SOP |
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概述:036 Subnetworks |
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概述:037 Caching geometry |
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概述:038 Export Alembic |
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概述:039 Import Alembic |
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概述:040 Keyframes |
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概述:041 Animation editor |
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概述:042 CHOP networks |
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概述:043 Expressions in parameters |
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概述:044 Noise and filtering |
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概述:045 Copy stamp channels |
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概述:046 Apply copy stamp channels |
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概述:047 Channel SOP |
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概述:048 Importing animation into CHOPS |
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概述:049 Cache animation data |
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概述:050 Cameras |
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概述:051 Flipbooks |
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概述:052 Mplay |
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概述:053 IPR rendering |
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概述:054 Basic mantra settings |
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概述:055 Mantra quality settings |
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概述:056 Render passes, AOV |
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概述:057 Open GL ROP |
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概述:058 Geometry ROP |
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概述:059 FBX ROP |
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概述:060 Alembic ROP |
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概述:061 Assigning materials |
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概述:062 Principled shader |
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概述:063 Using textures |
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概述:064 Displacement |
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概述:065 Basic custom shader |
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概述:066 Subdivision settings |
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概述:067 Light types - Point and spot |
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概述:068 Light types - Distant |
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概述:069 Light types - Area |
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概述:070 Light types - Environment and HDR |
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概述:071 Sun and sky lighting |
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概述:072 Light bank and light linking |
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概述:073 Rigid body dynamics setup |
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概述:074 Adding objects to the simulation |
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概述:075 Changing dynamic object types |
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概述:076 Collision geometry fundamentals |
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概述:077 Refining dynamics network |
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概述:078 RBD active node |
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概述:079 Caching simulation results |
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概述:080 Applying lo-res sim to hi-res geometry |
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概述:081 Wire simulation setup |
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概述:082 Refining wire simulation |
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概述:083 Deforming geometry with wires |
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概述:084 Creating velocity attribute on objects |
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概述:085 Emitting particles from objects |
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概述:086 Emitting particles from attributes |
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概述:087 Refining particle simulation |
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概述:088 Caching particles |
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概述:089 Post-simulation color modification |
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概述:090 Rendering particles |
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概述:091 Emitting smoke from an object |
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概述:092 Refining smoke simulation |
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概述:093 Key fluid simulation nodes |
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概述:094 Caching output |
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概述:095 Pyro Shader |
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概述:096 Render scene overview |
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概述:097 Compositing layers |
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概述:098 Rendering output |
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概述:099 Next steps |
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2017-08-11 10:22