Identify and control various render quality parameters

This tutorial shows how to identify and control the visual quality of parts of a rendering. It shows how to control reflection quality through the use of reflection samples and an adaptive sampling mechanism; how to control diffuse illumination quality; and how to control overall image quality through the use of several anti-aliasing controls.
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Using the Inverse Square light falloff law

This tutorial shows how to use two lighting panels to light the scene, and using the inverse square light falloff law to control light and dark regions of this studio-photography like setting. It explains how to use their placement to control how light is cast into the scene.
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Converting a simple file from 8.0 to 8.1, AA, Shadow and Blurry Reflections threshold values

This tutorial shows how to adjust 3 parameters when moving a file from version 8.0 to 8.1. These are the anti-aliasing threshold (Block Volume Subdivision Limit), Adaptive Surface Sampling, and Adaptive Shadow Sampling. The way version 8.1 uses these values has shifted and this tutorial shows how to adjust them when opening an 8.0 file in 8.1.
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Modeling a paper clip, shorter version

This is the shorter version of a tutorial which shows how to model a paper clip in order to help demonstrate various modeling approaches and tool usages. There are often multiple ways to model something and this tutorial gives one approach which helps to demonstrate good modeling practices. It is generally geared to people new to modeling in 3D.
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Adaptive Shadow Sampling in version 8.1

This tutorial shows differences in how version 8.1 handles shadow regions for both global illumination and shadows from point light sources as determined by the Adaptive Shadow Sampling parameter. Improvements to this area help to create cleaner looking images in shadow regions. It explains value ranges useful for Adaptive Shadow Sampling.
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Dreidel toy: Texturing, part 2

This tutorial finishes the texturing of the dreidel spin toy. It specifically applies the coloration and design elements. The process of using only selected materials is described, in addition to the use of material transfer modes. Several texturing techniques for creating a roughened up texture map is explored in Photoshop.
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