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Free Online Panorama 360 Degree VR Photo Viewer. Share 360-Degree Photos. Immersive VR Panorama 360-Degree Photo Viewer. 360 panorama viewer online free. Panorama viewer online. 360 photo viewer online. 360 picture viewer online. Panorama online 360 photo viewer.

Online 360° Panorama Viewer VR

Sep 9, 2021 Update
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Completely free secure easy-to-use online viewer. VR-ready. Mobile-friendly. Can generate URL to share 360-degree panorama with others. Works directly from the page using capabilities of WebGL & WebVR built into your browser. High-performance with no plugins required. Just provide an image with spherical panorama to the viewer on the page, and it will instantly prepare and show you a ready-made immersive panorama, which you can rotate, zoom in and out, go in full screen use Google Cardboard or Virtual Reality headset. This panorama 360 image viewer is server-independent software. It only works inside your browser, so the images you use remain confidential.

V-Ray vs Cycles comparison on photorealistic product 3d rendering in white studio.

V-Ray vs Cycles Comparison

Jul 11, 2021
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Brief visual quality comparison of imagery generated by two popular render engines. They are the industry standard V-Ray, which comes as a plugin for most 3D software packages, and the Cycles renderer, that already built into Blender. This making-of style article describes the process of converting 3ds Max scene into Blender, while maintaining the same camera angle and lighting conditions. At the end of the article comes a final comparison of results obtained with both visualizers, and, of course, it contains answer to the question, is it time to switch to a Blender completely? Based on a real project. Article will be especially interesting for experienced users of 3ds Max and V-Ray, as well as for those who are still hesitant about which software to choose to do the job.

Photorealistic pig skull 3d model created by scanning real skull of domestic pig. On this image you can see domestic pig skull rendering in a white studio created in 3ds Max and V-Ray.

Domestic Pig Skull 3D Model

May 16, 2021
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Photorealistic highly detailed scanned manually retopologized anatomically accurate 3D model of a medium-sized domestic pig skull. Low-poly subdivision surface ready topology. A unique 11 bones and 11 teeth including tooth roots, each as separate 3d object. All 3D models is UV Unwrapped. The UV islands are reasonably distributed between 5 PBR textures sets to achieve optimal texel density. Two native formats, 3ds Max V-Ray & Blender Cycles. Both are handcrafted for the best use experience. The asset is ready for ultra close-up shooting. Thanks to the low-polygonal base mesh, this 3D model can also be used as props for the game engine, including animation of breaking into pieces.

A photo of a CG artist real workplace with a large 43-inch TV as a PC monitor. LCD TV for graphical design.

4K LCD TV as Productivity Monitor for CG

Jan 9, 2021
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Honest opinion of Digital Content Creator, 3D Artist and CG Generalist, about how good a regular 4K TV is for professional CG purposes. Conclusions based on 4 years of experience using TV as PC monitor for 3D modeling, 3D rendering, video and image editing, reading and programing. Contains a step-by-step guide on how to make a smart choice of 4K TV for graphic design. You will be able to understand a theory underlying the following record: 4K @ 60Hz @ Y′CBCR 4:4:4 @ 8-bpc and much more.

Illustration with a cube and a camera inside, which demonstrates how the technology of a spherical 360-degree panoramic viewer works from the inside.

Rendering 360° Panorama Complete Guide

Jan 5, 2021 Update
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How to create so-called equirectangular or simply the spherical interactive 360 ​​panoramas using 3ds Max and V-Ray. How to render, assemble and view them later. If you use other 3D rendering software, such as Blender, Cinema 4D, Maya, SketchUp or even CAD, this tutorial will still be useful to you, as 3ds Max is used as an example and the methodology for rendering and assembling a spherical panoramas is quite universal.

A guide to HDRI rendering and deep exposure editing of 32-bit images.

HDRI Rendering & Post-Processing, Ultimate Control Over Exposure

Nov 26, 2020 Update
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What is HDRI and how it differs from LDRI. How to visualize, store and edit HDR images. What are the advantages of using 32-bit formats over standard 8-bit. How to deal with overexposure or underexposure of 3D visualization only with post-production tools, without having to re-adjust scene lighting and re-render whole image again. How to fine-tune brightness and contrast in a very deep range of an already rendered image directly in a 2D editor without losing any details.

Tutorial on Ray casting and how to prevent memory allocation errors with virtual memory in V-Ray.

Ray Casting & Memory Allocation in V-Ray 1.5

Nov 22, 2020 Update
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What is Ray casting and why data organizing into BSP tree speeds up rendering. Why 3D visualization requires a lot of memory. Why a memory allocation failure causes V-Ray crash, and how to prevent it by not buying extra RAM, but using a batch geometry loading technique, to render heavy scenes. What's the difference between static and dynamic geometry types for mesh objects. Why dynamic raycaster slows down rendering and how to define dynamic memory limit.

Illustration for tutorial on V-Ray speed vs quality controls with just a few settings of DMC Sampler.

DMC Sampler or Speed vs Quality in V-Ray 1.5

Nov 18, 2020 Update
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Balancing visualization speed and quality with just a few global settings. An explanation of what DMC Sampler is, its deterministic nature during blurred effects sampling, and how it affects rendering accuracy. What is the samples difference threshold and why does adaptive renderer utilize an early termination technique to stop the sampling process. How to speed up rendering and visualize drafts without having to adjust each effect individually.

Illustration for Tutorial on advantages & drawbacks of GI engines in V-Ray. Explains how to deal with GI artifacts.

Rationale for the Choice of GI Engines in V-Ray 1.5

Nov 16, 2020 Update
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A final overview (based on three previous tutorials) of pros and cons of GI engines available in V-Ray with accompany GI artifacts explained. You will learn why Irradiance Map is a great default choice for Primary bounces, Light Cache for the Secondary bounces and what are the benefits this GI Engine's have from working together. As well as justification for not using Brute force without need. You will also understand how to avoid noise and blotchiness of GI.

Illustration for tutorial on Light cache & Photon map GI Engines, advantages, optimal settings, fast and realistic rendering.

Light Cache in V-Ray 1.5

Nov 12, 2020 Update
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Photon map and Light cache GI Engine's review. It explains their limitations and advantages. Here you will learn what Light cache cells are and what they look like on clear examples. How Light cache stores direct light and calculates diffuse reflections. Why do Light cache need filters and what's the difference between pre-filtering and filtering? And of course, tutorial will explain an optimal settings for fast and realistic rendering with Light cache.

Illustration to the tutorial on the best settings for Brute Force and Irradiance Map GI engines in V-Ray.

Irradiance Map in V-Ray 1.5

Nov 9, 2020 Update
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An detailed explanation of how adaptive (biased) Irradiance map GI engine works and its advantage over unbiased Brute force. Here you will see exactly how IM samples cloud look like in three-dimensional space and it view-dependant nature. How it is built using different resolution pre-passes and how to control their resolution with Min rate: and Max rate: parameters. What should be the optimal values ​​for fast, clear and detailed renderings.

Illustration schematically shows diffuse reflection concept as incoming ray of direct light touching a surface & provokes scattering of multiple reflected rays.

Indirect Illumination in V-Ray 1.5

Nov 5, 2020 Update
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The difference between direct and indirect illumination is explained. It will give you an understanding of global illumination nature and its role in computer graphics. It will show what is hemispherical diffuse reflection of light and the phenomenon of colored bleeding. What are primary and secondary bounces and why realistic 3D rendering requires special GI engines. How secondary lighting affects overall brightness of rendered images.