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Премиум
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    Welcome
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    What you need to know?
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    Exercise files
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    Navigation
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    Viewport and display modes
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    Panes
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    Desktops
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    Preferences
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    Display options and visualizers
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    Global animation options
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    Nomenclature
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    Network view
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    Node flags
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    Geometry spreadsheet
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    Tree view
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    Shelf Tools
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    Object vs. suface context
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    Geometry types
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    Viewing standard attributes
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    Selection
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    Grid and snapping
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    Basic box up modeling
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    Polysplit and edge loops
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    Clip and mirror
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    Polybevel and divide
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    Curve SOP
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    UV unwrap
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    Creating groups
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    Creating attributes
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    Copy SOP
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    Copy SOP with template attributes
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    Copy SOP with stamping
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    Packed feometry
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    Geometry with VDBs
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    VOP SOP
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    Subnetworks
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    Caching geometry
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    Export Alembic
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    Import Alembic
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    Keyframes
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    Animation editor
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    CHOP networks
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    Expressions in parameters
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    Noise and filtering
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    Copy stamp channels
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    Apply copy stamp channels
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    Channel SOP
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    Importing animation into CHOPS
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    Cache animation data
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    Cameras
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    Flipbooks
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    Mplay
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    IPR rendering
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    Basic mantra settings
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    Mantra quality settings
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    Render passes, AOV
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    Open GL ROP
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    Geometry ROP
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    FBX ROP
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    Alembic ROP
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    Assigning materials
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    Principled shader
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    Using textures
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    Displacement
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    Basic custom shader
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    Subdivision settings
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    Light types - Point and spot
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    Light types - Distant
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    Light types - Area
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    Light types - Environment and HDR
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    Sun and sky lighting
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    Light bank and light linking
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    Rigid body dynamics setup
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    Adding objects to the simulation
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    Changing dynamic object types
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    Collision geometry fundamentals
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    Refining dynamics network
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    RBD active node
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    Caching simulation results
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    Applying lo-res sim to hi-res geometry
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    Wire simulation setup
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    Refining wire simulation
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    Deforming geometry with wires
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    Creating velocity attribute on objects
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    Emitting particles from objects
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    Emitting particles from attributes
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    Refining particle simulation
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    Caching particles
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    Post-simulation color modification
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    Rendering particles
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    Emitting smoke from an object
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    Refining smoke simulation
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    Key fluid simulation nodes
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    Caching output
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    Pyro Shader
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    Render scene overview
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    Compositing layers
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    Rendering output
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    Next steps