Sunday, November 29, 2009

SQL in a Nutshell or Cinema 4D 10 Workshop

SQL in a Nutshell

Author: Kevin E Klin

SQL (Structured Query Language) is a standardized query language for requesting information from a database. Historically, SQL has been the choice for database management systems running on minicomputers and mainframes. Increasingly, however, SQL is being adapted to PC database systems because it supports distributed databases—databases that are spread out over several computer systems, so that several users on a local-area network can access the same database simultaneously. Although there are different dialects of SQL, it is the closest thing to a standard query language that currently exists.

SQL in a Nutshell is a practical and useful command reference to the latest release of the Structured Query Language (SQL99), helping readers learn how their favorite database product supports any standard SQL command. This book presents each of the SQL commands and describes its use in both commercial (Microsoft SQL Server 2000 and Oracle 8i) and open source (MySQL, PostgreSQL 7.0) implementations. Each command reference includes the command syntax (by vendor, if the syntax differs across implementations), a description, and informative examples that illustrate important concepts and uses.

SQL in a Nutshell is more than a convenient reference guide for experienced SQL programmers, analysts, and database administrators. It's also a great learning resource for novice and auxiliary SQL users such as system administrators, users of packaged client/server products, and consultants who need to be familiar with the various SQL dialects across many platforms.

About the Authors:
Kevin Kline serves as the lead information architect for shared information services at Deloitte & Touche LLP. When he's not pulling out his hair over work issues, he likes to spend time with his wife and kids, garden, restore his '66 Chevy truck, and play classical guitar. After finishing SQL in a Nutshell, Kevin doesn't want to look at a computer outside of work hours for months! Kevin is the author of Transact-SQL Programming for O'Reilly & Associates. He is also the co-author of Professional SQL Server 6.5 Admin (WROX Press) and author of Oracle CDE: Reference and User's Guide (Butterworth-Heinemann).

Other than being Kevin's brother, Daniel Kline is an assistant professor of English at the University of Alaska, Anchorage, where he specializes in medieval literature, literary and cultural theory, and computer assisted pedagogy. Dan's technical specialty is in HTML and web applications for higher education.



Books about: Myths Lies and Downright Stupidity or Tribes

Cinema 4D 10 Workshop

Author: Arndt von Koenigsmarck

Model, animate and render with a practical command of all the essential functions and tools in CINEMA 4D 10. Detailed tutorials, suitable for novices and experienced users alike, demonstrate how to navigate the redesigned UI and orient you to the workflow. Next, the author guides you through the creation of a more complex project in which you model, create, apply textures, light, and render a final showcase image of a sports car. Finally, you will model, texture and prepare a comic character for animation using the new powerslider, timeline and the revised MOCCA module.

Build on your command of the essentials with an introduction to the new layer system as well as these advanced skills:
* Light, texture, and shade with CINEMA's material system, BodyPaint 3D, and the integrated shaders
* Build complex mechanical and organic models using NURBS and polygon tools
* Compose 3D content into photos
* Render with advanced techniques such as Multi Pass rendering, HDRI lighting and radiosity
* Simplify animation setups using XPresso constrains
* Work with specialized tools such as HAIR, Clothilde or SKY for special effects

The companion CD includes all of the required tutorial media, a bonus chapter on character modeling, Macintosh and PC demo versions of CINEMA 4D 10, and a limited edition of the PhotoMatch plug-in that permits you to easily insert 3D objects into photos.



* Covers all of the features of version 10 release including BODYPAINT 3D and the MOCCA module
* Tutorial-based approach demonstrates the workflow processes for modelling, texturing and animation
* Advanced features including HyperNURBS modelling, XPresso programming andthe Advanced Renderer.
* Companion CD includes tutorial files, a demo version of CINEMA 4D and plug-in samples



Table of Contents:
Introduction     vii
Getting Started     1
What Is "3D"?     1
Light and Shadows     3
Setting up Cinema 4D     4
The Interface Construction Kit     4
Creating and Manipulating Objects     13
Object Display in the Viewports     13
Operating Modes     17
Tools and Functions     17
Handler     19
Object Manager and Attribute Manager     19
Configuration of Editor Viewports     24
Display Options     25
Filter Options     25
Making HUD Elements Visible     25
Additional Viewport Options     27
Polygon Tools: A Work Example     29
Creating the Basic Form     30
HyperNURBS Modeling     78
The HyperNURBS Display in the Editor     79
Using Weighting     80
HyperNURBS Work Examples     83
The Sweep NURBS Object     88
The Lathe NURBS Object     93
The Loft NURBS Object     98
Working with Online Help     101
Continuative Information about the Managers     102
Surfaces, Light, and Rendering     115
Creating Materials     115
Edit Materials     115
The Material Editor     116
Basic Channel Settings     116
The Diffuse Channel     120
The Luminance Channel     121
The Transparency Channel     121
The Reflection Channel     124
The Environment Channel     125
The Fog Channel     125
The Bump Channel     126
The Normal Channel     127
The Alpha Channel     127
The Specular Channel     128
The Specular Color Channel     129
The Glow Channel     130
The Displacement Channel     130
Texture Settings     133
Illumination Settings     136
Applying Materials     137
What Are UV Coordinates?     137
The Quality of Textured Objects in Editor Viewports     138
Overview of Textured Objects     138
Organizing and Editing Textures     139
Painting with BodyPaint 3D     140
The Projection of Materials     147
Editing UV Coordinates     152
Defining Surfaces with Shaders     160
Texturing of a CD      161
Simulate Spectral Refraction and Scattering     171
Rendering and Saving Images     181
Output Settings     184
Save Settings     184
Antialiasing Settings     188
Options Settings     189
Multi-Pass Settings     191
Preparing the Scene     192
Starting the Render Process     192
The Virtual Photo Studio     194
Deformers     194
Using a Camera     196
Working with Area Lights     199
Ambient Occlusion     204
Applying the Material     206
Creating Metallic Shininess     218
Modeling and Texturing a Palm Tree     220
Creating Symmetrical Splines     220
Duplicating along a Spline     222
Finishing the Trunk     224
The Palm Branch     225
Materials of the Palm Tree     229
Working with Image Templates     239
Modeling the Fender     241
The Front of the Fender     245
Headlights and Bumper     250
The Bumper     252
Turn Signal and Fog Light     254
The Grille     255
The Front Trunk Lid      256
A Pillar and Roll Bar     257
The Door     259
Optimizing Edges and Points Manually     260
The Rear Bar     261
The Rear     263
The Rear Side Window     266
Ironing out Irregularities     268
The Tailgate     270
The Tail Cover     274
The Rear Bracket at the Tail     277
The Grid Areas     279
Tail Lights     281
The Gap Size     284
Front Air Vents and the Windshield     285
The Windshield Wiper     292
The Door Handle and Exterior Mirror     296
The Roof and Side Window     298
The Tailgate Hinge     300
Adding Various Small Parts     301
Tires     304
The Rim     307
Materials for the Car     312
Nonreflective Surfaces     313
Using Individually Shaped Faces in Materials     314
Headlights     316
The Lighting of the Car     317
Creating Virtual Surroundings     320
Creating Clouds     322
Baking Textures     324
Lighting with Images      326
Global Illumination     329
The Stochastic Mode     330
The Standard Mode     331
Preparation for Global Illumination Calculation     332
Animation     337
The Basics     337
The Powerslider     337
Manipulating Keyframes     338
Creating New Keyframes     339
The Navigation within an Animation     340
The Keyframe Interpolation     340
Modeling a Soccer Ball     341
Animating the Ball     344
Changing the Timing     346
Animating Parameters     347
The Timeline     349
Optimizing Keyframes and Working with F Curves     350
Rendering and Saving the Animation     352
Motion Blur     352
Connecting Parameters with XPresso     354
XPresso Nodes     356
Character Animation with MOCCA     359
Bones and Joints     360
Creating a Joint Skeleton     360
Assigning Weightings     363
Dynamic Cloth Simulation     365
Inverse Kinematics     369
Morphing     371
Group Target Objects     374
The Skin Deformer     377
Morph Poses with PoseMixer     378
Controlling XPresso Expressions with User Data     378
Index     383

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