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1. ODD NY Chapter 3 "Temporary Zones"

  • Published: 2013-10-01T17:31:48+00:00
  • Duration: 42
  • By ODD NY
ODD NY Chapter 3

"Temporary Zones" is the third installment in the "ODD NY" series. Following up on the previous subjects focusing on maps and also windows at night; this one explores the transitory nature of NYC architecture through the building and re-building of scaffolding across the city. On the one hand completely ubiquitous and banal, it's easy to tune out the psychological presence of the ever changing and omnipresent fixture that is scaffolding. Up one day, gone the another, it's the building blocks for a city that always has and always will be in a state of flux. Link to ODD NY Chapter 1 "Mapping" Link to ODD NY Chapter 2 "Luminous City" Credits: Production Company: ODD NY Executive Producer: Tim Case, Charles Salice Director / Creative Director: Gary Breslin DP: Shawn Kim, Saul Metnick Lead Animator: Willie Russell HOP: Matthew Turke Music / Sound Design: Kevin Ferguson @ Boiler Room

2. tea and cookies with houdini - promo

  • Published: 2014-05-02T17:25:25+00:00
  • Duration: 98
  • By Rohan Dalvi
tea and cookies with houdini - promo

This is a two part commercial training in Houdini. The aim of this commercial training is to take you through the process of creating the "Tea and Cookies" image, all the way from modeling to render and even the final color grading entirely in Houdini from scratch. This should help you gain a better perspective towards using Houdini as your primary tool for creating 3d content. The training will take you through various aspects of Houdini including, Polygonal Modeling, Procedural modeling, Dynamics, Shader Building, Lighting, Rendering and Color Grading. Given below in the link to the training. Head on over to the website go through the descriptions of the lessons and see if it is something that will be helpful to you. Link regards Rohan Dalvi

3. Hard surface modeling in Houdini - Promo

  • Published: 2016-05-21T10:35:09+00:00
  • Duration: 206
  • By Rohan Dalvi
Hard surface modeling in Houdini - Promo

Hello everyone, This training covers the process of building a highly detailed sci-fi power module and it's surrounding environment entirely from scratch in Houdini. To model this scene we shall use a combination of poly modeling, NURBS, VDB and a little bit of VOPS. For further details click on the link given below. Final Renders Music : Bitbop regards Rohan Dalvi

4. Arnold in Houdini - Introduction

  • Published: 2017-02-14T09:00:58+00:00
  • Duration: 3428
  • By Rohan Dalvi
Arnold in Houdini - Introduction

Hello Everyone, This is a relatively long introduction to Arnold in Houdini. The primary focus is on shader building but we'll also take a look at Lights, HDRI , Render Settings Curvature Map, Triplanar mapping, Fit range, Ramps Instances Attributes Point Rendering and DOF The file can be downloaded from the link given below Also the statue model can be downloaded from The Al Shaders can be downloaded from the link given below regards Rohan Dalvi

5. Red de Display - Link Building

  • Published: 2012-09-18T03:56:03+00:00
  • Duration: 4318
  • By ExecOn
Red de Display - Link Building

Con este nuevo Webinar conoceremos mejor estas dos importantes estrategias de SEM y SEO, la Red de Display y el Link Building, que nos ayudarán a mejorar nuestras campañas y a optimizar el SEO de nuestras páginas. SEM: Red de Display de Google: Soluciones y Optimización. Entramos en directo en Google AdWords para ver cómo se configura. SEO: Link Building: Análisis básico de los enlaces entrantes de un sitio web, qué es lo que falla en los enlaces y cómo remediar esto. Comparamos cómo lo hacen dos empresas del sector reservas de viaje y hotel: Atrápalo y Centraldereservas. Vemos algunas estrategias posibles y utilizamos varias herramientas para realizar el análisis. Al final, los expertos contestan a las siguientes preguntas: 1.- ¿Se puede combinar una campaña con el site targeting y con las palabras clave? 2.- ¿Se puede hacer publicidad simultáneamente con SEO, SEM y PPC? y otra pregunta, ¿Este tipo de publicidad es más orientada al SEM? 3.- ¿Qué importancia tiene un nombre corto (de marca) para estas herramientas? 4.- ¿Cómo empezar de cero una política de link building? ¿Dónde sí y dónde no debemos incluir enlaces? ¿Penaliza hacerlo en directorios? ¿O los enlaces deben generarse solos creando contenido de calidad? 5.- Al margen de la marca, ¿la longitud del texto de los enlaces influye en el posicionamiento? 6.- Las 2 empresas que comenta son B2Cs y al ser dirigidas al cliente final el SEO lo veo importante, pero en empresas que son B2Bs ¿también lo seria si tuviesen solo una página de entrada? 7.- ¿Cómo evitamos tener un nofollow elevado? 8.- Portales para comunicados de prensa 9.- Dar de alta nuestro site en DMOZ ¿sería hacer Linkbuilding? 10.- ¿Consideras que las redes sociales tienen influencia en las visitas? 11.- Si escribo un artículo en un blog y pongo un enlace a mi site, ¿sería Linkbuilding o Linkbaiting? ¡MUCHAS GRACIAS A PATRICK, LILIANA, FRANCISCO, ELISABET, JOAN FRANCESC Y JOSÉ IGNACIO POR ANIMAR LA SESIÓN Y PREGUNTAR! Powered by ExecOn + T2Omedia Más en y en

6. Making Dessert in Houdini - Promo

  • Published: 2017-04-01T03:58:02+00:00
  • Duration: 232
  • By Rohan Dalvi
Making Dessert in Houdini - Promo

Hello Everyone, This training is an update to the Tea and Cookies training. The training covers fairly similar topics such as modeling, shading, lighting and rendering. The primary difference is that instead of Mantra the training focuses on using the third party render engines namely, Redshift, Octane and Arnold. The modeling part of the training covers a variety of techniques ranging from basic poly modeling, VDB, fluid simulations and even POP grains to build the scene. This shading and lighting part primarily focuses is on building all the various shaders required for the scene using a variety of procedural textures and bitmaps. The training will also cover SSS, displacement and building fluid shaders using absorption. We will also build relatively detailed metal and plastic shaders. For further details kindly click on the link give below regards Rohan Dalvi

7. Texture building in Houdini - promo

  • Published: 2014-12-05T18:32:23+00:00
  • Duration: 113
  • By Rohan Dalvi
Texture building in Houdini - promo

The main purpose of this training is to help users understand the texture and material building system in Houdini. The topics covered in this training range from a basic understanding of using color maps, using patterns and noise maps, modifying and distorting UV maps, using For Loop to create complex repeating and random textures and also creating a custom physically based shader using the physically based shading nodes available in Houdini. For more information you can click on the link given below SPECIAL ONE DAY DISCOUNT - 20th Dec. $10 off on each part of "Tea and Cookies" and "Floating Island" Series regards Rohan Dalvi

8. Volumetric rendering in Houdini and Octane - promo

  • Published: 2016-10-02T14:31:55+00:00
  • Duration: 132
  • By Rohan Dalvi
Volumetric rendering in Houdini and Octane - promo

Hello everyone, This training is a series of small projects that will cover the process of creating a variety of volumetric effects in Houdini and rendering them using Octane. This training is primarily focused on modeling and rendering custom volume effects. Over the course of this training I'll cover a variety of effects which include building and rendering clouds, making a pyro shader and using the blackbody emission to control the pyro shader. We'll also build custom volume effects such as a gas flame and a nebula. Finally we'll take a look at building controllable volume lights and volume fog. NOTE: The Mantra add-on is now available. For further details click on the link given below regards Rohan Dalvi

9. Interactive videomapping - Visual Sound Building - Tigrelab

  • Published: 2012-10-23T11:13:24+00:00
  • Duration: 128
  • By Tigrelab
Interactive videomapping - Visual Sound Building - Tigrelab

The Kernel Festival comprising electronic music, audiovisual mapping, digital and interactive art invited us to take part in its 2012 edition. Visual Sound Building is an interactive videomapping projected on the north façade of the villa Titoni, close to Milan, which is controlled by the audience using tablets and smartphone. As if it were a giant synthesiser, the windows of the villa act as buttons that activate and deactivate the sounds of the musical composition and modify the algorithm that generates the visuals. The façade thereby becomes a tool for musical and visual creation which is controlled entirely by the audience using three tablets or their mobile devices. Our project drew its inspiration from CGA graphics as well as films, music and video games of the 1980s. For this project, we received sponsorship and assistance from VDMX5 software, which gave us a license for testing and its exhibition. Music is an essential concept for Architecture. The musical metaphors as composition, reason, rhythm and harmony are used from the Renaissance to describe the architecture of the buildings. In these classical structures, which are then taken as a model, the repetition of motifs like bows and columns along the facades represent the smallest units of the classic Greek and Roman building tradition to which they refer, as if a building will be formed by many small buildings. So it is in the front of the Villa Tittoni Traversi, and in the music synthesizer where each individual sound elements alternate sequentially to form sounds and rhythm. In this project for the festival Kernel, the mapping is our way to link the architectural rhythm of the facade with the rhythm of the music. CREDITS: Original Concept and Production: Tigrelab / Welovecode Visuals and Motion Design: Tigrelab Interface and Code: Welovecode Original Music: Franck Desert (Setlego) Making Of: Tigrelab Thanks to: VDMX, Kernel Festival, Set Lego

10. Foundational Link Building

  • Published: 2010-10-12T21:27:52+00:00
  • Duration: 1645
  • By Benj Arriola
Foundational Link Building Link building presentation I've done at SEMCon 2010 on the same day Jim Boykin of just presented this advanced link building presentation earlier in the day. Matching his presentation and coming up with more information seemed impossible. *LOL* But explaining some basic concepts in a way that was easier to grasp by other people in the audience was the objective and it seems the objectives were met based on the feedback I have received from everyone at the conference. Thanks to FMI, IMVSolutions, and YugaTech.

11. Redshift in Houdini - lesson 6 - procedural displacement and other stuff

  • Published: 2017-01-30T09:07:43+00:00
  • Duration: 2178
  • By Rohan Dalvi
Redshift in Houdini - lesson 6 - procedural displacement and other stuff

Hello Everyone, In this video we'll take a look at procedural displacement in Redshift. We'll also take a look at building a SSS based shader and doing some basic color grading using the Camera controls in redshift. In the end we'll also look at adding DOF to the render and also using a custom Bokeh Map. the file can be downloaded from the link given below. regards Rohan Dalvi



A short conceptual snowboard film I shot with Corey Smith this past winter. Featuring // Eric Messier, Curtis Woodman, Corey Smith, Ben Rice, Alex Scott, and Brendan Gerard. "Building and riding these boards has been one of the most best experiences I’ve had snowboarding." - Corey Smith. Original Link // Filmed and Edited // Kevin Castanheira. Additional filming // Ryan Scardigli. Music // Jeans Wilder - International Waters Black Angels - Science Killer Margo Guryan - Love

13. A comprehensive guide to link building

  • Published: 2015-08-13T10:10:28+00:00
  • Duration: 2127
  • By SEO RDP
A comprehensive guide to link building

Webinar on link building. Enjoy and share!

14. Shader Building in Houdini - Promo

  • Published: 2015-02-16T08:41:31+00:00
  • Duration: 213
  • By Rohan Dalvi
Shader Building in Houdini - Promo

In this series we take a look at how to convert shader trees into usable Digital Assets. The purpose of the training is to help simplify the material building process in Houdini. We take the PBR shader nodes and convert those into usable Digital Assets that we can then use in production. We also make digital assets to help make the day to day workflow of shader building simpler. We shall create a variety of Digital assets which include UV mapping node, Gradient ramp with Linear, Radial and falloff functionality in-built. We will also create our own fully functional Diffuse , SSS, Reflection and Refraction shaders using the PBR nodes, which we can then combine to create a variety of complex materials. For more information click on the link given below regards Rohan Dalvi

15. Light Camera Slider - Build

  • Published: 2010-12-12T10:07:49+00:00
  • Duration: 459
  • By Martin Roberts
Light Camera Slider - Build

My next project was to build a camera slider. I wanted to make the design as simple as possible as I felt other designs were too complicated with 8 or more wheels. I wanted to use ball bearing wheels to provide a smooth sliding action. I have come up with a design which uses only 4 bearing wheels, while the carriage remains captivate in the rail. This means the slider can be used at any angle, even upside down. The trick to this design is using roller wheels which are designed for sliding doors. See this link or google "sliding door roller" to find them. If you are going to build the slider then don’t use L channel as I have used. My supplier did not have any U channel of the correct size so I went for L channel instead. Using U channel will make the slider much simpler to build and stronger. Simply get two U channels and rivet together with flat strips. No need for my complicated L brackets. See description on the flicker photos for a full parts list, tools list and build guide. I have made a few improvements to the slider since filming; see photos on the attached link. These include: Added adjustable drag breaks to the carriage. This reduces any slack in the bearings and provides smoother sliding when controlling the slider by hand. I have also build a controller for the slider to use for Time Lapse. See WARNING: All of the cutting and some of the drilling footage have been sped up to make the video shorter. Don’t try to cut or drill this fast or you are likely to destroy your tools or yourself. THE FILM As for the making of this film. It took much longer to make the film that the actual slider, with setting up all the shots between building a component. I have used my Light Camera Crane for a few of the construction shots see Shot on Canon 550d and Sony NEX-5, most shots using 50mm 1:1.8 prime lens. I used a set of Tiffen Close-up Glass Lens Set for the close up shots. Canon 10-22mm for wide angle. I used my Mountain Bike Ay-Up LED headlights for lighting. Music: Welcome to Lunar Industries by Clint Mansell. Edited in FCP and no colour correction. See photos at [email protected]/

16. C4D Octane Tutorial: Cleaning Up Artifacts with Ray Epsilon

  • Published: 2017-05-04T11:29:27+00:00
  • Duration: 79
  • By The Pixel Lab
C4D Octane Tutorial: Cleaning Up Artifacts with Ray Epsilon

Really quick tip on cleaning up any polygonal artifacts that pop up in Octane. It's a random slider that you need to be aware of just in case. Hope it helps you out! Here is the link to the free building rig: For more free training and over 150 free models go to

17. [nyc-haskell] Building a Link Shortener with Haskell (and Snap) with Ryan Trinkle

[nyc-haskell] Building a Link Shortener with Haskell (and Snap) with Ryan Trinkle

Link to event page: Slides, code and see it in action at: All proceeds from the tip jar will go towards NY Haskell Meetup activities. New Haskell users often point to complicated types and lack of pervasive side-effects in functions as confusing. But these features provide powerful tools to reason with, that can dramatically reduce the complexity of sophisticated code. We're starting off 2013 with two talks, one beginner and one intermediate, that will explain this from the ground up. Ryan Trinkle will start off the evening with an intro talk to get beginners up to speed. Then, Doug Beardsley will talk about purity, strong types, and monads--why you should care about them, and how they can help you write better quality software. Drawing on experience with real world projects, we will take a look at practical motivations for these concepts. Then we will explore how they were actually used in the development of the recent 0.10 release of the Heist template system.

18. Link building for SEO: Finding links between the cushions

  • Published: 2010-02-13T02:15:31+00:00
  • Duration: 882
  • By ian lurie
Link building for SEO: Finding links between the cushions

Link building sucks. It's hard, it's not fun, and the payoff is a long way away. So why not learn to make more from the links you SHOULD already have.

19. Link Building

  • Published: 2012-05-11T16:04:03+00:00
  • Duration: 135
  • By Wordtracker
Link Building

Ken McGaffin introduces Wordtracker's Link Building tool

20. Buy Quality Backlinks Seo Link Building Services

  • Published: 2012-02-10T20:38:41+00:00
  • Duration: 17
  • By johnson97s2
Buy Quality Backlinks Seo Link Building Services

Buy Quality Backlinks Seo Link Building Services, Buy High PR Backlinks at Cheap Price, For More Information Please Visit at: