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    https://sophisticatedspectra.com/article/drosia-serenity-a-modern-oasis-in-the-heart-of-larnaca.2521391.html

    DROSIA SERENITY
    A Premium Residential Project in the Heart of Drosia, Larnaca

    ONLY TWO FLATS REMAIN!

    Modern and impressive architectural design with high-quality finishes Spacious 2-bedroom apartments with two verandas and smart layouts Penthouse units with private rooftop gardens of up to 63 m² Private covered parking for each apartment Exceptionally quiet location just 5–8 minutes from the marina, Finikoudes Beach, Metropolis Mall, and city center Quick access to all major routes and the highway Boutique-style building with only 8 apartments High-spec technical features including A/C provisions, solar water heater, and photovoltaic system setup.
    Drosia Serenity is not only an architectural gem but also a highly attractive investment opportunity. Located in the desirable residential area of Drosia, Larnaca, this modern development offers 5–7% annual rental yield, making it an ideal choice for investors seeking stable and lucrative returns in Cyprus' dynamic real estate market. Feel free to check the location on Google Maps.
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    Gnomonology Bullets Dust Hits And Debris (Repost)

    Posted By: corbel
    Gnomonology Bullets Dust Hits And Debris (Repost)

    Gnomonology Bullets Dust Hits And Debris | 1.08GB

    When objects impact the ground, such as bullets or footsteps, one often expects to see an effect such as a puff of dust (dust hit) or a burst of debris. This four part tutorial demonstrates how to create dust hits and debris from bullets hitting the ground, fired by an animated jet fighter composited into a live action background.

    Chapter One: Creating a Dust Hit Generator
    In chapter one, we create a dust hit generator that allows us to easily create a library of sequences to map onto particle sprites. The generator incorporates volume emission, omni emission, volume axis fields, turbulence, multiStreak and sprite particles, expressions and hardware rendering.

    Chapter Two: Collision Events and Sprite Sequences
    In chapter two, we create the necessary collision events to generate our particles at the moment of bullet impact. We then move onto the various steps required to setup our sprites, including custom attributes, expressions to be able to randomly select various dust hit sequences for each impact sprite, and sprite sequence setup in After Effects.

    Chapter Three: Live Action, Sprite Tweaks, Scorch Marks
    In chapter three, we first look at an alternate approach to managing sprite placement that offers increased flexibility. We then integrate our effect into a photographic backplate and add a new collision event to generate scorch marks on the ground where the bullets hit.

    Chapter Four: Impact Debris, Rendering and Compositing
    In chapter four, we first address the effect of overSampling on our simulation to improve behavior. We then move onto a new collision event to create dynamic debris at the points of impact. Once the effect is complete, our elements are rendered separately, then composited and adjusted in After Effects.

    Rapidshare:
    http://rapidshare.com/files/368327934/gbd.part01.rar
    http://rapidshare.com/files/368327587/gbd.part02.rar
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    http://rapidshare.com/files/368327681/gbd.part10.rar
    http://rapidshare.com/files/368328075/gbd.part11.rar
    http://rapidshare.com/files/368327803/gbd.part12.rar

    Hotfile:
    http://hotfile.com/dl/34707406/55b4e0a/gbd.part01.rar
    http://hotfile.com/dl/34708128/b191477/gbd.part02.rar
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