Details

Mastering Autodesk Maya 2014


Mastering Autodesk Maya 2014

Autodesk Official Press
1. Aufl.

von: Todd Palamar

47,99 €

Verlag: Wiley
Format: PDF
Veröffentl.: 10.06.2013
ISBN/EAN: 9781118757505
Sprache: englisch
Anzahl Seiten: 1008

DRM-geschütztes eBook, Sie benötigen z.B. Adobe Digital Editions und eine Adobe ID zum Lesen.

Beschreibungen

<p><b>Hands-on intermediate-to-advanced coverage of the leading 3D software</b></p> <p>Autodesk Maya is the industry-leading 3D animation and effects software used in movies, visual effects, games, and other genres. If you already know the basics of Maya and are ready to elevate your skills, then this book is for you. Nearly 1,000 pages are packed with organized, professional, and valuable insight on the leading 3D application on the market, enabling you to unlock the software's more complex features. Ideal as both a tutorial and study guide for the Autodesk Maya exam, this Autodesk Official Press book gets you up to speed on Maya's latest features and expands your skills with advanced instruction on cloth, fur, and fluids.</p> <ul> <li>Features challenging tutorials and real-world scenarios from some of the leading professionals in the industry</li> <li>Provides you with valuable insight into the entire CG production pipeline</li> <li>Covers the very latest Maya 2014 tools and features, including updates to dynamics, Maya muscle, stereo cameras, assets, rendering with mental ray, and more</li> <li>Helps you gain proficiency in high-level techniques for film, television, game development, and more</li> </ul> <p>If you've been looking for a complete, professional quality Maya resource to turn to again and again, look no further than <i>Mastering Autodesk Maya 2104</i>.</p>
Introduction  xxiii <p><b>Chapter 1 • Working in Autodesk Maya  1</b></p> <p>Creating and Editing Nodes 2</p> <p>Using the Hypergraph 3</p> <p>Connecting Nodes with the Node Editor 7</p> <p>Creating Node Hierarchies in the Outliner 12</p> <p>Displaying Options in the Outliner 16</p> <p>The Channel Box 19</p> <p>The Attribute Editor 23</p> <p>Working with Shader Nodes in the Hypershade 25</p> <p>Creating Maya Projects 35</p> <p>Creating a New Project  35</p> <p>Editing and Changing Projects  37</p> <p>File Path Editor  38</p> <p>Organizing Complex Node Structures with Assets 38</p> <p>Creating an Asset  38</p> <p>Publishing Asset Attributes  43</p> <p>Using the Asset Editor 44</p> <p>Viewing Assets in the Node Editor  46</p> <p>File References  46</p> <p>Referencing a File  47</p> <p>Bounding Box Representations  50</p> <p>The Bottom Line 51</p> <p><b>Chapter 2 • Virtual Filmmaking 53</b></p> <p>Determining the Image Size and Film Speed of the Camera  53</p> <p>Setting the Size and Resolution of the Image 54</p> <p>Setting the Film Speed 56</p> <p>Creating and Animating Cameras 57</p> <p>Creating a Camera  57</p> <p>Setting Camera Attributes 63</p> <p>Limiting the Range of Renderable Objects with Clipping Planes  67</p> <p>Composing the Shot Using the Film-Back Settings 69</p> <p>Creating a Camera-Shake Effect 71</p> <p>Using an Expression to Control Alpha Offset  75</p> <p>Creating Custom Camera Rigs 77</p> <p>Swivel Camera Rig  78</p> <p>Swivel Camera Rig Asset 80</p> <p>Applying Depth of Field and Motion Blur 83</p> <p>Rendering Using Depth of Field 84</p> <p>Creating a Rack Focus Rig 87</p> <p>Adding Motion Blur to an Animation 91</p> <p>Using Orthographic and Stereo Cameras  98</p> <p>Orthographic Cameras 98</p> <p>Stereo Cameras  99</p> <p>Using the Camera Sequencer 101</p> <p>The Bottom Line 105</p> <p><b>Chapter 3 • Modeling I  107</b></p> <p>Understanding Polygon Geometry 107</p> <p>Polygon Vertices  108</p> <p>Polygon Edges 108</p> <p>Polygon Faces 110</p> <p>Working with Smooth Polygons 110</p> <p>Using Subdivision Surfaces  112</p> <p>Understanding NURBS 113</p> <p>Understanding Curves 113</p> <p>Understanding NURBS Surfaces  117</p> <p>Surface Seams  119</p> <p>NURBS Display Controls 120</p> <p>Employing Image Planes  120</p> <p>Modeling NURBS Surfaces 126</p> <p>Lofting Surfaces  131</p> <p>Intersecting Surfaces  136</p> <p>Trim Surfaces 137</p> <p>Working with Trim Edges 139</p> <p>Fillet Surfaces  142</p> <p>Creating Rail Surfaces  147</p> <p>Lofting Across Multiple Curves 154</p> <p>Live Surfaces  156</p> <p>NURBS Tessellation 160</p> <p>Modeling with Polygons 161</p> <p>Shaping Using Smooth Mesh Polygon Geometry 161</p> <p>Insert Edge Loops 166</p> <p>Extruding Polygons  169</p> <p>Edge Creasing  172</p> <p>Mirror Cut  177</p> <p>The Bottom Line 182</p> <p><b>Chapter 4 • Modeling II 183</b></p> <p>Modeling with Deformers  183</p> <p>Using a Lattice 183</p> <p>Soft Modification Tool 188</p> <p>Combining Meshes  189</p> <p>Using Bevel Plus 193</p> <p>Creating the Curves  193</p> <p>Projecting the Curve 196</p> <p>Bevel Edges  200</p> <p>Using Curves 205</p> <p>Create an Extrusion Curve  205</p> <p>Extrude Along a Curve  207</p> <p>Drawing Curves on a Live Surface 209</p> <p>Converting NURBS Surfaces to Polygons  211</p> <p>Employing Revolved Surfaces  211</p> <p>NURBS Extrusions 215</p> <p>Boolean Operations  217</p> <p>Using Booleans  218</p> <p>Cutting Polygons 223</p> <p>Sculpting Polygons Using Artisan  224</p> <p>Advanced Polygon-Editing Tools  229</p> <p>Append a Polygon 229</p> <p>Interactive Split Tool 230</p> <p>Spin a Polygon Edge 232</p> <p>Bridge Polygons 232</p> <p>Reduce  234</p> <p>The Bottom Line 235</p> <p><b>Chapter 5 • Animation Techniques  237</b></p> <p>Using Joints and Constraints  237</p> <p>Joint Basics 237</p> <p>Point Constraints  239</p> <p>Aim Constraints  239</p> <p>Inverse Kinematics 242</p> <p>IK Handle Tool  243</p> <p>Creating a Master Control 246</p> <p>Keyframe Animation 249</p> <p>Creating Keyframes  249</p> <p>Auto Keyframe  251</p> <p>Moving and Scaling Keyframes on the Timeline  253</p> <p>Copy, Paste, and Cut Keyframes 254</p> <p>The Graph Editor  256</p> <p>Animation Curves  257</p> <p>Editing Animation Curves  262</p> <p>Weighted Tangents 267</p> <p>Additional Editing Tools 268</p> <p>Breakdowns and In-Betweens  271</p> <p>Pre- and Post-Infinity 273</p> <p>Playblast and FCheck 276</p> <p>Driven Keys 278</p> <p>Creating a Driven Key  279</p> <p>Looping Driven Keys 281</p> <p>Copying and Pasting Driven Keys 282</p> <p>Motion-Path Animation  284</p> <p>Motion Trails 287</p> <p>Animating Constraints 289</p> <p>Animation Layers 293</p> <p>Creating an Animation Layer 293</p> <p>Layer Mode  294</p> <p>Other Options in the Layer Editor 297</p> <p>Layer Hierarchy  298</p> <p>Merging Layers 301</p> <p>Grease Pencil 302</p> <p>The Bottom Line 304</p> <p><b>Chapter 6 • Animating with Deformers  307</b></p> <p>Animating Facial Expressions Using Blend Shapes 307</p> <p>Creating Blend Shape Targets 310</p> <p>Creating Blend Shapes 316</p> <p>Painting Blend Shape Weights  318</p> <p>Adding Targets  321</p> <p>Creating a Custom Mouth Control  322</p> <p>Connecting the Controls to the Blend Shape  325</p> <p>Animating Blend Shapes Sequentially 329</p> <p>Creating the Base Mesh 329</p> <p>Creating the Blend Shape Targets  332</p> <p>Creating the Blend Shape Sequence 333</p> <p>Animating with Lattices 335</p> <p>Creating a Lattice 335</p> <p>Using the Lattice Membership Tool 337</p> <p>Adding an Object to an Existing Lattice 338</p> <p>Animating Lattices 339</p> <p>Animating Object Components with Clusters  342</p> <p>Adding Cluster Objects  342</p> <p>Painting Cluster Weights 343</p> <p>Applying Cluster Components 345</p> <p>Constraining Clusters  347</p> <p>Animating a Scene Using Nonlinear Deformers  348</p> <p>Creating a Wave Deformer  349</p> <p>Squashing and Stretching Objects 351</p> <p>Twisting Objects  352</p> <p>Creating a Jiggle Effect  354</p> <p>Applying Jiggle Deformers  354</p> <p>Painting Jiggle Weights  355</p> <p>Optimizing Animations with the Geometry Cache 357</p> <p>Creating a Geometry Cache  357</p> <p>Editing the Cache Playback 359</p> <p>The Bottom Line 360</p> <p><b>Chapter 7 • Rigging and Muscle Systems  363</b></p> <p>Understanding Rigging  363</p> <p>Creating and Organizing Joint Hierarchies 365</p> <p>Orienting Joints 372</p> <p>Naming Joints  374</p> <p>Mirroring Joints  377</p> <p>Rigging the Giraffe  378</p> <p>IK Legs  378</p> <p>FK Blending 381</p> <p>Rotate Plane Solver 383</p> <p>Creating Custom Attributes  387</p> <p>Spline IK 390</p> <p>Human Inverse Kinematics  397</p> <p>Skeleton Generator  397</p> <p>Character Controls  398</p> <p>Interoperability 401</p> <p>Skinning Geometry 402</p> <p>Interactive/Smooth Binding  403</p> <p>Weighting the Giraffe 403</p> <p>Painting Skin Weights  410</p> <p>Editing Skin Weights in the Component Editor  415</p> <p>Copying Skin Weights  415</p> <p>Mirroring Skin Weights 417</p> <p>The Maya Muscle System  417</p> <p>Understanding the Maya Muscle System 417</p> <p>Using Capsules  418</p> <p>Creating a Muscle Using the Muscle Builder 420</p> <p>Editing Muscle Parameters 425</p> <p>Converting the Smooth Skin to a Muscle System  427</p> <p>Sliding Weights 429</p> <p>The Bottom Line 430</p> <p><b>Chapter 8 • Paint Effects 431</b></p> <p>Using the Paint Effects Canvas  431</p> <p>The Paint Effects Window 432</p> <p>Painting in Scene Mode 436</p> <p>Painting on 3D Objects  437</p> <p>Understanding Strokes  439</p> <p>The Anatomy of a Paint Effects Stroke  439</p> <p>Brush Sharing  442</p> <p>Understanding Brush Curve Nodes  444</p> <p>Designing Brushes 445</p> <p>Starting from Scratch 446</p> <p>Tubes 449</p> <p>Growing Flowers 450</p> <p>Adding Leaves 456</p> <p>Create Complexity by Adding Strokes to a Curve  459</p> <p>Shaping Strokes with Behavior Controls  462</p> <p>Applying Forces  462</p> <p>Displacement, Spiral, and Bend  463</p> <p>Animating Strokes 465</p> <p>Animating Attribute Values  467</p> <p>Adding Turbulence 467</p> <p>Animating Growth 469</p> <p>Modifiers  470</p> <p>Surface Collisions 470</p> <p>Rendering Paint Effects 472</p> <p>Illumination 472</p> <p>Shadow Effects  473</p> <p>Shading Strokes and Tubes 475</p> <p>Texturing Strokes  478</p> <p>Converting Strokes to Geometry  481</p> <p>The Bottom Line 483</p> <p><b>Chapter 9 • Lighting with mental ray 485</b></p> <p>Shadow-Casting Lights 485</p> <p>Shadow Preview 486</p> <p>Depth Map Shadows  488</p> <p>mental ray Shadow Map Overrides 494</p> <p>Raytrace Shadows 497</p> <p>Indirect Lighting: Global Illumination 498</p> <p>Global Illumination  499</p> <p>Tuning Global Illumination  503</p> <p>Working with Photon Maps  506</p> <p>Color Bleeding 508</p> <p>Importons 509</p> <p>Caustics 509</p> <p>Caustic Light Setup  513</p> <p>Indirect Illumination: Final Gathering 514</p> <p>Light-Emitting Objects 515</p> <p>Final Gathering Maps 520</p> <p>Using Lights with Final Gathering  525</p> <p>Image-Based Lighting 526</p> <p>Enabling IBL  527</p> <p>IBL and Final Gathering  527</p> <p>Physical Sun and Sky 529</p> <p>Enabling Physical Sun and Sky  529</p> <p>Editing the Sky Settings 531</p> <p>mental ray Area Lights  532</p> <p>Light Shaders  536</p> <p>Physical Light Shader 536</p> <p>Tone Mapping  540</p> <p>Photometric Lights and Profiles 541</p> <p>The Bottom Line 542</p> <p><b>Chapter 10 • mental ray Shading Techniques  545</b></p> <p>Shading Concepts 545</p> <p>Diffusion  548</p> <p>Reflection  548</p> <p>Refraction 549</p> <p>The Fresnel Effect  550</p> <p>Anisotropy 551</p> <p>Creating Blurred Reflections and Refractions Using Standard Maya Shaders  551</p> <p>Reflection Blur 551</p> <p>Refraction Blur 554</p> <p>Basic mental ray Shaders 555</p> <p>DGS Shaders  556</p> <p>Dielectric Material  561</p> <p>mental ray Base Shaders  564</p> <p>Car Paint Materials  571</p> <p>Diffuse Parameters 575</p> <p>Specular Parameters 575</p> <p>Flake Parameters 575</p> <p>Reflection Parameters 576</p> <p>The mia Material  577</p> <p>Using the mia Material Presets 578</p> <p>Add Bumps to the Rubber Shader  579</p> <p>Create Beveled Edges Using mia_roundcorners 581</p> <p>Creating Thick and Thin Glass and Plastic  582</p> <p>Other mia Material Attributes  584</p> <p>Controlling Exposure with Tone Mapping  587</p> <p>Rendering Contours 589</p> <p>The Bottom Line 592</p> <p><b>Chapter 11 • Texture Mapping 595</b></p> <p>UV Texture Layout 595</p> <p>What Are UV Texture Coordinates?  596</p> <p>Mapping the Giraffe Leg 600</p> <p>Unfolding UVs 607</p> <p>Mapping the Giraffe Head  610</p> <p>Mirroring UVs 613</p> <p>More UV Tools 616</p> <p>Arranging UV Shells  618</p> <p>Additional UV Mapping Considerations  621</p> <p>Transferring UVs 621</p> <p>Multiple UV Sets 622</p> <p>Optimizing Textures  622</p> <p>Bump and Normal Mapping  623</p> <p>Bump Maps  624</p> <p>Normal Maps 624</p> <p>Creating Normal Maps  625</p> <p>Applying Normal Maps 631</p> <p>Displacement Mapping 633</p> <p>Subsurface Scattering  638</p> <p>Fast, Simple Skin-Shader Setup  638</p> <p>Subsurface Scattering Layers  643</p> <p>Subsurface Specularity  645</p> <p>Viewport 20  647</p> <p>The Bottom Line 649</p> <p><b>Chapter 12 • Rendering for Compositing 651</b></p> <p>Render Layers 651</p> <p>Creating Render Layers 652</p> <p>Render Layer Overrides 655</p> <p>Creating Overrides for Rendering Cameras 659</p> <p>Using Different Shaders on Render Layers 661</p> <p>Material Overrides  663</p> <p>Render Layer Blend Modes 663</p> <p>Render Passes 669</p> <p>Upgrading Materials for Rendering Passes  671</p> <p>Rendering Multiple Passes from a Single Render Layer  673</p> <p>Creating an Ambient Occlusion Render Pass 678</p> <p>Render Pass Contribution Maps  685</p> <p>Lights and Contribution Maps 688</p> <p>Render Pass Sets  691</p> <p>Setting Up a Render with mental ray  692</p> <p>File Tokens 693</p> <p>Specifying Frame Range  697</p> <p>Renderable Cameras 697</p> <p>File Formats and the Frame Buffer 698</p> <p>Starting a Batch Render 699</p> <p>Command-Line Rendering 700</p> <p>Creating a Batch Script 704</p> <p>mental ray Quality Settings  706</p> <p>Tessellation and Approximation Nodes  706</p> <p>Unified Sampling  708</p> <p>Filtering  709</p> <p>The Bottom Line 709</p> <p><b>Chapter 13 • Introducing nParticles 711</b></p> <p>Creating nParticles 711</p> <p>Drawing nParticles Using the nParticle Tool 712</p> <p>Spawning nParticles from an Emitter 715</p> <p>mitting nParticles from a Surface  718</p> <p>Filling an Object with nParticles  720</p> <p>Making nParticles Collide with nRigids  725</p> <p>Passive Collision Objects 725</p> <p>Collide Strength and Collision Ramps  731</p> <p>Using nParticles to Simulate Liquids  734</p> <p>Creating Liquid Behavior  734</p> <p>Converting nParticles to Polygons 738</p> <p>Shading the nParticle Mesh 740</p> <p>Emit nParticles Using a Texture 742</p> <p>Surface Emission 742</p> <p>Using Wind 748</p> <p>Shading nParticles and Using Hardware Rendering to Create Flame Effects  751</p> <p>Shading nParticles to Simulate Flames 752</p> <p>Creating an nCache  754</p> <p>Using the Hardware Render Buffer 756</p> <p>nParticles and Fields  758</p> <p>Using Multiple Emitters 759</p> <p>Volume Axis Curve 762</p> <p>Working with Force Fields  768</p> <p>Painting Field Maps  770</p> <p>Using Dynamic Fields  773</p> <p>Rendering Particles with mental ray 777</p> <p>The Bottom Line 781</p> <p><b>Chapter 14 • Dynamic Effects 783</b></p> <p>Creating nCloth Objects  783</p> <p>Making a Polygon Mesh Dynamic 784</p> <p>Applying nCloth Presets  786</p> <p>Making Surfaces Sticky  789</p> <p>Creating nConstraints  791</p> <p>Making nCloth Objects Expand Using Pressure 795</p> <p>Additional Techniques 797</p> <p>Creating an nCache  798</p> <p>Creating nCloth and nParticle Interactions 800</p> <p>Creating an nParticle Goal  800</p> <p>Controlling Collision Events 803</p> <p>Bursting an Object Open Using Tearable nConstraints  805</p> <p>Rigid Body Dynamics 807</p> <p>Creating an Exploding Tower 807</p> <p>Tuning the Rigid Body Simulation  809</p> <p>Baking the Simulation  811</p> <p>Crumbling Tower  813</p> <p>Soft Body Dynamics  814</p> <p>Creating Flying Debris Using nParticle Instancing 815</p> <p>Adding nParticles to the Scene 816</p> <p>Sending the Debris Flying Using a Field  819</p> <p>Creating a More Convincing Explosion by Adjusting nParticle Mass 821</p> <p>Instancing Geometry 822</p> <p>Animating Instances Using nParticle Expressions 824</p> <p>Randomizing Instance Index  824</p> <p>Connecting Instance Size to nParticle Mass 828</p> <p>Controlling the Rotation of nParticles 833</p> <p>The Bottom Line 834</p> <p><b>Chapter 15 • Fur, Hair, and Clothing  835</b></p> <p>Adding Fur to Characters 835</p> <p>Preparing Polygons for Maya Fur  835</p> <p>Creating a Fur Description  837</p> <p>Editing the Fur Description: Baldness 838</p> <p>Editing the Fur Description: Direction 844</p> <p>Editing the Fur Description: Length  847</p> <p>Test-Render Fur 849</p> <p>Applying a Color Map  851</p> <p>Applying Map Offsets and Multipliers 852</p> <p>Enhancing the Realism of Fur  854</p> <p>Rendering Fur Using mental ray 855</p> <p>Animating Using Dynamic Curves  857</p> <p>Using Dynamic Curves with IK Splines 857</p> <p>Creating an IK Spline Handle from the Dynamic Curve 861</p> <p>Using Forces 863</p> <p>Adding Hair to a Character  863</p> <p>Applying Hair to a Surface  864</p> <p>Determining Hair Shape 867</p> <p>Styling Hair 871</p> <p>Start and Rest Positions 871</p> <p>Painting Follicle Attributes 873</p> <p>Modifying Curves  875</p> <p>Curling, Noise, Sub Clumping, and Braids  876</p> <p>Rendering Hair 876</p> <p>Creating Clothing for Characters  878</p> <p>Modeling Clothes for nCloth  878</p> <p>Using Constraints 880</p> <p>Connecting Buttons to the Shirt 886</p> <p>Applying Forces  888</p> <p>Painting nCloth Properties 888</p> <p>The Bottom Line 892</p> <p><b>Chapter 16 • Maya Fluids  895</b></p> <p>Using Fluid Containers 895</p> <p>Using 2D Containers  896</p> <p>Adding an Emitter  897</p> <p>Using Fields with Fluids  901</p> <p>Using 3D Containers  904</p> <p>Fluid Interactions 905</p> <p>Emitting Fluids from a Surface 905</p> <p>Making Flames  908</p> <p>Igniting the Fuel  911</p> <p>Filling Objects 912</p> <p>Rendering Fluid Containers 917</p> <p>Create Fluids and nParticle Interactions  919</p> <p>Emitting Fluids from nParticles 920</p> <p>Creating Flaming Trails 924</p> <p>Creating Water Effects 926</p> <p>Filling a Container  926</p> <p>Adding Surface Detail  928</p> <p>Rendering Liquids  929</p> <p>Creating an Ocean  931</p> <p>The Bottom Line 934</p> <p>Appendix A • The Bottom Line  937</p> <p>Appendix B • Autodesk Maya 2014 Certification 959</p> <p>Index 963</p>
<p><b>Todd Palamar</b> began his career creating traditional special effects for low-budget horror movies and quickly gravitated to computer animation. After working on numerous straight-to-video movies, he entered the video game industry. Todd has extensive freelance experience, including dozens of military and game-style simulations, corporate commercials, and theme park rides. In addition, he has written several Maya books, including <i>Maya Studio Projects: Photorealistic Characters</i> and <i>Mastering Autodesk Maya 2013</i>.</p>
<p><b>Build Career-Worthy Skills in Maya 2014</b></p> <p>If you already know the basics of Autodesk Maya, now you can kick your skills into a higher gear with this expert guide. Using hands-on tutorials and clear instruction, this in-depth book helps you build intermediate to advanced proficiency in Maya and prepares you to use this powerful software at a professional level. Find advanced instruction on such important topics as cloth, fur, and fluids, as well as 3D cameras and virtual filmmaking, modeling, animation, rigging, and much more.</p> <p>You'll discover specific Maya features that will help you work as part of a team on large projects, and gain valuable experience in how a complete CG production pipeline works. This complete resource also helps you prepare for the Autodesk Maya 2014 certification exams.</p> <ul> <li><b>Build Professional-Level Skills in Maya 2014</b></li> <li><b>Learn Practical Workflows and Tricks Used in Real Studios</b></li> <li><b>Understand the Entire CG Production Pipeline</b></li> <li><b>Follow Hands-On Tutorials and Improve Your Skills</b></li> <li><b>Prepare for the Autodesk Maya 2014 Certification Exams</b></li> </ul> <p>Coverage includes:</p> <ul> <li>Mastering Maya nodes and the Maya working environment</li> <li>Setting up a virtual camera to compose compelling scenes</li> <li>Modeling with polygons, NURBs, subdivisions, and deformers</li> <li>Customizing with Paint Effects, indirect lighting, and mental ray shaders</li> <li>Using the latest version of Maya nParticles to produce complex visual effects</li> <li>Delivering realistic characters with Maya fur, nHair, and nCloth</li> <li>Making waves, clouds, smoke, flames, explosions, and more with Maya Fluids</li> </ul>

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