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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Working with the Rotate Connected function in the polygon modeler

This tutorial shows how to use the Rotate Connected function within the polygon modeler in order to facilitate accurate positioning of objects. It also shows how to prepare a polygon for sweeping along a path with an accurate starting orientation via the Rotate Connected function.
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Anti-Aliasing changes in 8.1

The 8.1 update to Design 3D includes changes to the anti-aliasing system. This tutorial walks through these changes which specifically deal with how pixels are detected for anti-aliasing. Several examples are given which demonstrate how these changes manifest in renderings, and how to control the threshold mechanism (Block/Volume Subdivision Limit) which determines pixels for inclusion in the oversampling process. Changes to the Adaptive Surface Sampling threshold mechanism is also discussed.
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Anti-Aliasing, a primer

This tutorial discusses anti-aliasing / oversampling. It specifically looks at what it is using a simple demonstration in Photoshop. The Details tab has several parameters that control anti-aliasing, the Oversampling rate, the Block/Volume Subdivision Limit and the Pixel Detail Block Size. This first tutorial generally explains what the Oversampling rate is, but also discusses the other two parameters in general terms. This is in preparation for several tutorials that discuss changes in this area in the Design 3D 8.1 update.
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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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UV mapping a seat cushion, Part 2

This is the second part of the seat cushion UV mapping tutorial. This specifically walks through the process of unwrapping the cushion object, first starting with the original, basic subdivision surface object. It then shows two further unwrapping approaches uses a pre-subdivided base mesh to help demonstrate how to avoid or to minimize certain UV artifacts that can show up.
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