Tuesday 30 July 2013

Photoshop New Features – Auto Save

A second and even more impressive new feature in Photoshop CS6 is Auto Save. Even though Photoshop has evolved into a very mature and stable program, there’s always the chance that something will go wrong and Photoshop will crash. When that happens, we often end up losing all the work we’ve done on our image, forcing us to start over again from scratch. At least, that’s the way things used to be back in Photoshop CS5 and earlier. Auto Save allows Photoshop to save a backup copy of our work at regular intervals so that if Photoshop does happen to crash, we can recover the file and continue from where we left off!
We can tell Photoshop how often we want it to save a backup copy of our work in the File Handling section of the Preferences. On a PC, go up to the Edit menu at the top of the screen, choose Preferences, and then choose File Handling. On a Mac, go up to the Photoshop menu, choose Preferences, then choose File Handling:

Here, you’ll find the Automatically Save Recovery Information Every option, which by default is set to 10 minutes, meaning that Photoshop will save a backup copy of your work every 10 minutes. You can increase it to every 5 minutes, as I’ve done here, or if you’re more of a gambler, you can set it to save a backup copy once every hour (there’s also a 15 minutes and 30 minutes option):

It’s important to note that Photoshop isn’t saving over your original file (which would be very bad). The recovery information is kept in a separate backup file. If Photoshop does happen to crash while you’re working, simply re-open Photoshop and it will automatically open the most recently saved backup copy, complete with all the work you had done up to the point where Photoshop saved the backup copy (assuming, of course, that you had been working long enough for Photoshop to have made at least one backup copy). You’ll know it’s the backup copy because Photoshop adds Recovered to the file name (which is displayed in the tab at the top of the document window):

And there we have it! That’s a quick look at the new Background Save and Auto Save features in the newly released Photoshop CS6!

Creating Type On A Path In Photoshop

Here’s the image I’ll be adding my path and text

Step 1: Select The Ellipse Tool
As I mentioned a moment ago, the steps for adding text along a path are the same no matter how you created the path, but for this tutorial, we’ll keep things simple. Select the Ellipse Tool from the Tools panel. By default, it’s hiding behind the Rectangle Tool, so click on the Rectangle Tool and hold your mouse button down for a second or two until a fly-out menu appears, then select the Ellipse Tool from the list:

Step 2: Select The “Paths” Option
With the Ellipse Tool selected, the Options Bar along the top of the screen changes to show us various options for working with the tool. Near the far left of the Options Bar is a series of three icons, each one representing a different type of shape we can draw in Photoshop. We can draw vector-based shapes, paths, or pixel-based shapes. Click on the middle of the three icons to choose the Paths option:

Step 3: Draw Your Path
With the Ellipse Tool selected and Paths chosen in the Options Bar, click inside your document and drag out an elliptical path. Holding your Shift key down as you drag will force the path into a perfect circle. To draw the path out from its center rather than from a corner, hold down your Alt key as you drag. If you need to reposition the path as you’re drawing it, hold down your spacebar, drag the path to a new location, then release your spacebar and continue dragging.

Step 4: Select The Type Tool
With our path drawn, we can add our text. Select the Type Tool from the Tools panel:

Step 5: Choose Your Font
With the Type Tool selected, choose your font settings from the Options Bar. I’m going to use Futura Condensed Medium set to 13 pt. My text color is set to white:

Step 6: Move The Cursor Over The Path
Move the Type Tool directly over the path. The cursor icon will change to an I-beam with a dotted wavy line through it. This tells us we’re about to add text directly to the path itself:

Step 7: Click On The Path And Add Your Type
Click anywhere along the path and begin adding your text. The spot you click on is where the text will begin, but don’t worry if you’ve clicked on the wrong spot because we can easily move the text around on the path once we’ve added it, as we’ll see in a moment. As you type, the text follows the direction of the path:

Continue adding your text along the path. When you’re done, click on the checkmark in the Options Bar to accept it and exit out of Photoshop’s text editing mode:

The text is now added to the path, although at the moment it’s on a bit of a weird angle:

Step 8: Select The Path Selection Tool
To reposition your text along the path, choose the Path Selection Tool from the Tools panel:

Move the Path Selection Tool’s cursor anywhere over top of your text. You’ll see the cursor change from a black arrow into an I-beam with a small arrow on the side of it pointing left or right. Simply click on your text and drag it back and forth along the path with your mouse. Here, I’m dragging my text clockwise around the circle:

Watch what happens, though, if I drag my text too far. Some of it gets cut off at the end:

The end was cut off because I moved the text beyond the visible text area on the path. To fix the problem, look for a small circle on the path at the spot where the text is being cut off. The circle marks the end of the visible area:

Simply click on the circle with the Path Selection Tool and drag it further down the path until all of your text is visible once again. Here, as I drag the circle clockwise along the path, the text that was cut off reappears:

Flipping The Text Over The Path
Be careful as you’re dragging your text along the path that you don’t accidentally drag across the path. If you do, the text will flip to the other side and reverse direction:

Depending on the effect you’re going for, flipping and reversing the text like this may be what you wanted to do, but if you didn’t do it on purpose, simply drag back across the path with the Path Selection Tool and your text will flip back over to the original side. It will also revert back to its original direction.
Hiding The Path
When you’re done positioning your text and you’re happy with the results, hide the path in the document by selecting any layer other than your Type layer in the Layers panel. In my case, my document only has two layers, the Type layer and the Background layer that holds my image, so I’ll click on the Background layer to select it:

With my path now hidden and the text flipped back over to its original side, here’s my final result:

Keep in mind that even though we’ve added the text to a path, Photoshop hasn’t done anything fancy with the text itself. It’s still just text, which means you can go back at any time and edit it, or completely change it if you need to. You can choose a different font, change the font size or color, adjust the leading, kerning and tracking, the baseline shift, and anything else you can do with text.

Tileable textures create in Photoshop


Here I have a image texture (400 x 300 pixels) in the Layers Panel which is currently not ready to be used as a tileable texture.

Now, go to Filter > Others > Offset… It will bring up the Offset dialog box.


Go ahead and Offset the image horizontally by 400 pixels and vertically by 300 pixels. Please make sure that under Undefined Areas group, Warp around option is selected.

For suitable offset value, check the dimensions of your image and use exactly the half of your image dimensions as Offset value. For example, I am using an image having dimensions 400 x 300 pixels so I used 400 x 300 as my offset value.


Note: If you used different Texture, then...
After offsetting your image, you can easily see the two seams visible on our image. Now, select Clone Stamp Tool (S) from toolbar and remove both the seams from your image.

Now you can use your image as a tileable texture for your games and other projects.



Get a YouTube Video in HTML

If you want to play a video in a web page, you can upload the video to YouTube and insert the proper HTML code to display the video:
Body part
For iframe :

For embedded :

Friday 26 July 2013

How to Input text onblur in Html

Just copy & paste this on input section
 onFocus="if(this.value=='Username'){this.value=''}" onBlur="if(this.value==''){this.value='Username'}"
then change the all Value"" are same.
value="Username"

OR

Saturday 20 July 2013

Image Drag and Drop in Html

Image Drag and drop is a very common feature. It is when you "grab" an object and drag it to a different location.
Header portions ...


Body portions...

Tuesday 16 July 2013

Grass and Flowers Using Paint Effects in Maya

 Paint Effects is a very useful and unique feature in Maya and you can make very attractive and beautiful natural scenes with it.
In this tutorial we are going to learn Paint Effects in Maya. In the end of this tutorial, we’ll have a beautiful scene with animated grass and flowers. So let’s start and first go to Create > NURBS Primitives and then select Plane.

Now, create a NURBS plane on the grid. In the Channel Box/ Layer Editor, increase the number of patches to 10 in both U and V to subdivide the plane.

If you are not in the Surfaces menu mode, then switch to Surfaces mode first and then go to the Edit NURBS menu and then click on the Sculpt Geometry Tool options box.

This opens the Sculpt Geometry Tool settings window. Here you can set the ‘Max. Displacement’ value of the brush according to your wishes.

Now, modify the NURBS plane into a bumpy terrain by pulling and pushing the vertices.

If you are not in the Rendering menu mode then switch to Rendering mode first, and then with the Plane object selected, click on Paint Effects and then select Make Paintable.

Again click on Paint Effects and then click on the Get Brush command to open the Visor window. Visor is a collection of so many exciting effects like grass, flowers, trees, fire, ocean etc. We can generate all such effects while doing 3D painting.

In the Visor window, select the ‘grasses’ group inside the Paint Effects tab then choose ‘grassClump.mel’. You can choose any of the presets you wish.

Now, with grassClump.mel selected, drag the brush onto the NURBS plane wherever you want to fill with grass.

To Increase or Decrease the size of the grass, go to the ‘grassClumb1’ tab and then change the ‘Global Scale’ value to increase or decrease the height of grass.

With the grass object selected in the viewport, press Ctrl + A to open the Attribute Editor. In the Attribute Editor, click on the ‘grassClump’1 tab and then click on the Tubes stack.

You will see several sub-stacks. Now click on the ‘Behavior’ sub-stack to expand its properties, and here open the Turbulence sub-stack as shown in the image below.

By default, the ‘Turbulence Type’ is set to Off. So expand its drop down arrow menu and select Grass Wind to apply a wind effect to the grasses.

Now, inside the Turbulence tab. Keep the Turbulence value at 0.250, Frequency at 0.600 and Turbulence Speed at 0.500. Play with the values for different types of results.

Also open the rollout of the Forces tab and change the value of Path Follow to 0.035.

You can also play with the color shades of the grass. If you want to change the grass color shade then click on the ‘grassClump1′ tab, expand the Shading panel and then the Tube Shading sub-panel. And you will find ‘Color1’ and ‘Color2’.

Here you can change both the Color1 and Color2 colors as per your choice. For now let’s keep the default colors.

To test the simulation, first increase the timeline to 300 frames and then press the Play button.

Just like this, we can add more elements into the scene, like different kinds of flowers, trees etc. The process to add these elements is just like we have seen in the previous steps. You can also add some lights and a sky background image to the scene.

This is the result of the rendered scene, it looks pretty good and natural. You can try to make more natural grasses and plants to populate your animated scenes in Maya. I hope you have enjoyed this tutorial. NB: – For faster and higher quality rendering, put more RAM in your system and a good graphics card.


Using Hotkeys in 3D Studio Max

Hey Guys, today I’m going to tell you about some important shortcut keys in Autodesk 3ds Max. There are many shortcut keys available in Max, some are common and very useful to everyone. When we do 3d modeling, lighting, animation or anything else, we should use shortcut keys because it not only saves time, but also gives our working speed a boost. So let’s see some very useful shortcut keys in 3ds Max.

At the time of Character or Vehicle modeling, you may have to setup blueprints in the viewport. So how can we set blueprints in the viewport? Just press ‘Alt+B’. This opens the Viewport Background Window immediately on the screen. Now you can click on Files button to browse to the blueprint or reference image on your computer.
You can also choose the specific viewport where you want to display the blueprint. To change the viewport, look at the bottom of the Viewport Background Window and you will find the various viewport options to choose.

After clicking on the File button, select the image you want to bring into the viewport and then click on the Open button.

Now the selected image is opened in the preferred viewport.

During Character Modeling, we tend to use the Cut Tool very often. There are two ways to access the Cut Tool after converting the object into Polygon mode. First, Right-click on the viewport and choose Cut Tool.

Alternatively, just press ‘Alt+C’ to access the tool and create cuts wherever you want.

If you have any problem with the grids in the viewport, you can always Hide and Unhide them by pressing ‘G’ on the keyboard.


Now I’ll tell you how to quickly jump into Vertex, Polygon, Edge, Border and Element sub-object modes. First, Press ’1′ to jump into the Vertex mode.

Press ‘2’ to quickly access Edge mode.

Press ‘3’ to jump into Border mode. Boarder is just like Edge, but there is slight difference between these two modes. Where an Edge can be found anywhere in the mesh, the Boarder is always found around open areas (holes) of the mesh.

Press ‘4’ to quickly jump into Polygon mode.

Press ‘5’ to quickly access Element mode. In Element mode, all the polygons of an object get selected together.

There are two ways to Zoom In and Zoom Out in the viewport. The first way is to just scroll the Middle mouse button. Secondly, hold ‘Alt’ and Drag up and down with the Middle mouse button.


If you want to zoom in on a particular object, then select that object and then press ‘Z’ to zoom to that object. To zoom in all viewports, just press ‘Ctrl+Shift+Z’.


Sometimes during the modeling of an object, we need to select the Edge Loop and Edge Ring. Knowing the shortcut keys of these operations will certainly speed up the workflow, rather then doing this by going to the selection parameters every time. So if you want to select an Edge Loop, then select an Edge and press ‘Alt+L’.

You can see in the image that after pressing ‘Alt+L’, the entire Edge Loop is selected.

Now if you want to select an Edge Ring (circular), then select an Edge first and then press ‘Alt+R’.

After pressing ‘Alt+R’ on the keyboard, the entire Edge Ring is selected.

How do we render the current frame without going into the Rendering Menu? There are two shortcut ways to render the current frame. The first is ‘Shift+Q’, and the second is by pressing the ‘F9′ key.

Sometimes we have too many objects and elements in the viewport, and it becomes quite difficult to find a particular object in the scene. So in this case, press ‘H’ on the keyboard. This opens the ‘Select From Scene’ window.

If you have given proper names to your objects, then you can find them easily. Like if I want to select the Rim which is the part of the wheel, then I will type "Rim" in the Find Box. As soon as I write the name in the box, the Rim gets selected in the list. Similarly you can find many other things in the scene by their type, like Geometries, Shapes, Lights, Cameras, Bones etc.

Sometimes we need to create a camera in the scene. To create the camera, first go to the Perspective view, set your desired angle and then press ‘Ctrl+C’. The Perspective view becomes the Camera view. Now again if you want to return in the Perspective view, simply press ‘P’.

To jump back into the Camera view again, simply press ‘C’.

There are two shortcuts to make a Clone of an object in Max. If you want to make a clone of the side view mirror of a car for example, then select the mirror first and then while pressing the ‘Shift’ key, drag the mouse. Alternatively you can press ‘Ctrl+V’ also. This will open the Clone Option window on the screen. Here you will find two major things: Copy and Instance.

If you make a clone as a Copy, both objects will be independent from each other. But if you make a clone as an Instance and then if you want to make some changes to any one of the clones. Then the other one will also change automatically. See in the image below, I have moved the vertices of the cloned object, and the original object’s shape has also changed.
If you want to see your model without Edged Faces, then press‘F4’. Press ‘F4′ again to re-activate Edged Faces view mode.



Press ‘F3’ to view the model in Wireframe mode and press ‘F3’ again to turn it off.


Sometimes we need semi-transparency in our models. This can be done in X-Ray mode. We can turn on X-Ray mode by pressing ‘Alt+X’. And to turn off X-Ray mode, press ‘Alt+X’ again.

Some people like to work in Expert Mode. You can jump into Expert Mode by pressing ‘Ctrl+X’ on the keyboard. In Expert Mode all tool bars are hidden and gives you more space on the screen.
You can work in Expert Mode easily if you know the shortcut keys very well. That’s why working in Expert Mode is not always comfortable for Beginners. However there are some Plug-ins which work only in Expert Mode, like Glu3D, a fluid plug-in for 3ds Max. You can always jump into the Normal Mode again by pressing ‘Ctrl+ X again’.

If the Pivot is hidden and not visible in the viewport, chances are that you might have pressed the ‘X’ key on the keyboard accidentally. So, to unhide the Pivot just press ‘X’ and the Pivot will be visible again. ‘X’ is the shortcut key to hide or unhide to the pivot point.

If you feel that the Pivot is too small or too big in size, then you can Increase or Decrease the size of the Pivot by pressing the ‘+’ and ‘-’ keys on the keyboard.

As you can see this car has lots of separate parts. If you want to edit and see only a particular part, you can go into Isolation Mode. First select the part which you want to edit and isolate, and then press ‘Alt+Q’. This way that particular part is isolated in the viewport from rest of the parts.

To exit out of Isolation Mode, just click on the ‘Exit Isolate Mode’ button which I’m showing below with the red arrow.

Press ‘F10’ to quickly open the Render Setup.

Press ‘Shift+F’ to show the safe frame in the viewport. When we take a render, safe frames help us to render according to the output settings we have setup in the render setup. And give us a perfect render. Press ‘Shift+F’ again to disable safe frames.

Lots of people press the ‘Delete’ key on the keyboard to delete a selected vertex or edge, which is quite a wrong way of deleting that vertex or edge. If you simply press the ‘Delete’ key, the conjugated (joined) polygons get deleted also. See the image.

So the best way to delete the selected vertex or edge is to press the Backspace key on the keyboard. This way the conjugated polygon will be preserved.

Press ‘7’ to show or hide the total poly counts in the scene. Remember, this will show the total number of Polygons and Vertices of all objects in the scene, not just for a particular selected object.

If you want to count the Polygon and Vertices number of a selected item, then first click on the ‘+’ sign on the top left corner of the viewport. Then go to Configure Viewports > Statistics and turn on the ‘Selection’ option, and click OK.

Now if you select any object in the scene, you will get the personalized statistics of that object only. Here I have selected only the Teapot and by pressing ‘7’, I can only see the statistics of the Teapot.

To Show or Hide the Main Toolbar, just press ‘Alt+6′.

Sometimes we need to Hide or Unhide the camera. You can hide or unhide the camera by pressing ‘Shift+C’.

Press the ‘End’ key to go to the end of the animation timeline. And press the Home key to go to the start of the animation timeline.

Press ‘/’ to Play or Stop the animation time slider.

By default, the animation timeline length is set from 0 to 100 frames. Use CTRL+ALT and Right Mouse button drag on the animation timeline, to increase the number of frames beyond 100.

Use CTRL+ALT+Left Mouse button in the animation timeline to start with negative frames.