Texturing a gum pack, Part I.

This texturing and rendering tutorial walks through the process of texturing a gum pack. It emphasizes the use of a tin type metal foil using normal maps to provide texture. Part of this tutorial also shows how to adjust the Lightdome for use in the rendering process.
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Understanding the difference between Brightness and Intensity in the Lightdome

This rendering tutorial discusses the difference between the Intensity and Brightness function in the Lightdome and how to use them in concert with each other. It also discusses how to use the Soften function for a unique way of viewing HDRI images.
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PROJECT COMPONENT: Texturing the handle of an old film camera.

This materials tutorial shows how to generate a rough, dark grey plastic as part of the materials for an old film camera. It specifically shows how to setup the material using the fresnel interpolator, then how to customize the fresnel values to constrain the fresnel effect based on surface roughness.
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"Shadow Catcher", part 1 (english)

In many projects we need to integrate our 3D objects on 2D background images. For example we have a 2D image of a landscape, where we integrate a 3D building model. To perform the integration, we need our 3D objects cast realistic shadows on the 2D image. With "Shadow Catcher" we can do this, easily, both for still images, and animations.
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