Grasshopper 101 – Introduction to Parametric Modelling

Grasshopper.101.-.Introduction.to.Parametric.Modelling-GAAKS

This course is aimed to teach the basic principles of parametric design using the Grasshopper plugin for Rhino. You will learn the main characteristics of a parametric design approach and how it benefits its application on your design tasks. We will also cover in depth how does Grasshopper works, its interface and how do you mange and organize information on it.

On this course we will also cover basic concepts of computer science (programming), and the importance of these to start developing your own algorithms. You'll learn how to identify the different parameters that compose a design and how to associate one to each other in order to build flexible systems with smart components.

This course is specially aimed for people who have no prior experience with parametric design or Grasshopper.

Take Aways

Basic Understanding of computer science concepts.
Understanding Parametric Design main characteristics
How the Grasshopper Interface works
How information is organized and managed in Grasshopper
How to create parametric models


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Digital Tutors – Creating Publishable Templates in After Effects

Digital.Tutors.-.Creating.Publishable.Templates.in.After.Effects-GAAKS

Duration 2h 4m Project Files Included MP4

In this After Effects tutorial we’ll learn some really amazing and time-saving workflows for creating templates.

The goal is that by the end of this course you’ll be ready to hand off your project to a colleague who either does not have extensive knowledge or time for After Effects and the painstaking hours it takes to make something look truly great. You could also sell a template you create using these techniques in an online setting, monetizing your skills for a little extra cash!

This course is considered advanced and leaves out a few basic and intermediate things you should already know about working in After Effects. With that in mind, this course is going to give you some valuable tips about the way you can tie multiple comps together using expressions for the easiest experience that your end user can have.

You’ll learn some easy controls for hiding things like layers you don’t want them to change, or just generally cleaning up a comp for easier use and fewer layers. You’ll also learn some best practices for organization, options for end users, and overall safety for having the customer’s final product turn out the way you intended it to look.

http://www.digitaltutors.com/tutorial/2077-Creating-Publishable-Templates-in-After-Effects


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SolidAngle MtoA 1.2.2.0-2015-2016 WIN

SolidAngle.MtoA.1.2.2.0-2015-2016.WIN-GAAKS

Arnold for Maya (or MtoA) provides a bridge to the Arnold renderer from within the standard Maya interface.

Features

Seamless integration with Maya shapes, cameras, lights and shaders.
Image Based Lighting support, including a state of the art physical sky.
Interactive rendering (IPR) allows parameter changes to be rapidly previewed without interrupting your work.
Support for volume rendering with Maya Fluids.
Support for Maya Hair and nHair.
Particles and nParticles support, including particle instancer.
Defer the creation of geometry at render time with the Stand-in placeholder nodes.
Productivity boost: override sets, holdout mattes, shadow catcher, passes, UDIM style textures, and arbitrary primvar data.
Extensible through plug-ins (Golaem, FumeFX for Maya, Yeti, Shave & Haircut).
XGen integration.
Texturable geometric lights.
Deep EXR.
Rendering of curves.


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