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Showing posts with label DJ GOL2. Show all posts
Showing posts with label DJ GOL2. Show all posts

Monday, July 6, 2020

July 06, 2020

AAJ KI PARTY MERI TARF SE DJ JANGHEL VS DJ GOL2 MIX


Hello, welcome to this short tutorial dedicated to Autodesk Revit 2021,
a Building Information Model software used to make 2D and 3D models like
floor plans, maps, houses and buildings.














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When opening Revit, this shows its Home page where you can start from either a new Revit project or an existing one on the left and also find several ready templates to use on the center. These include the Models, which are complete project designs and Families, which are single object designs that can be imported into several Model projects. These are divided in architectural (for architectural environment, such as walls and doors), structural (focused on materials and basic skeletons) and systemic (dealing with tubes and conductors). In this beginner tutorial we will see how to design a very simple architectural building starting from a new Model project. The Revit workspace is made by the main preview on the center, several panels on the left side and the Ribbon bar on top, collecting several drawing tools under the Architecture, the Structure and the Systems tabs.





In addition you can use the down arrow to show the full list of tools collected, hovering over any if you need more help and information. To start realizing a building we will use the tools inside the Build Section of the Architecture tab, starting from the floor with the Floor tool.





When you enable any drawing tool you enter inside the Edit Mode, with the Modify tab in green color collecting several ways to draw the object chosen, in this case the Floor. Use Line, Arc or Spline to draw straight or curved sides by fixing points on the workspace, using the Escape key to stop drawing. Use Rectangle, Polygon and Circle to drop regular shapes instead, using the Escape key to undo.





You can use your mouse wheel to zoom in and out if you need. Revit includes several drawing aids to help you, such as snappings to object vertices, centers and intersections and also dashed guidelines to directions and object extensions. It also shows length and angle measurements during any drawing in progress for better precision. To adjust snapping options and units to use, you can go to the Manage tab.





Once you draw the basic shape of the floor this remains in pink color, indicating that it is still a sketch. On top, under Mode, you can choose to approve the sketch with Finish or undo it with Cancel, exiting from the current Edit Mode. Only if you approve the Floor this will be rendered on the project with color and filling. Once the floor is made, you can enable the Wall tool to create the walls around its contours, using the same drawing tools under the Modify tab. You can enable the Line tool to draw side per side or the Rectangle tool to follow the rectangular contours of the floor. The walls will join automatically if they intersect on the vertices.





These walls are all shown as simple 2D blocks, being the default preview a top to bottom 2D view on the project called Level 1, as shown on the tab on top. If you go to View, 3D View, you switch to a full 3D preview, customizable with the visualization tools on the right, including the 3D View Cube and the Full Navigation Wheel to Pan and 3D rotate with Orbit. In these 3D views you can see the base of the walls laying on the ground plane (or Level 1) spreading in height according to the value specified on top.





From the Project Browser panel on the left you can find the full list of 2D and 3D views available inside your project, that you can open by double-clicking on these and manage by right-clicking.





Let's check these. The Floor Plans (also called Levels) are 2D views that show the project from top to bottom, starting from the ground plane with Level 1 up to the other Levels at an increasing height from it.





These are very useful to draw objects laying on bases, like floors and walls. The Elevations are 2D views showing the project from East, North, South and West, useful to check each object height in respect to the same Levels defined, shown as dashed lines with their height value. These elevations are also placed on the Levels view as simple blocks with defined direction.





You can also create your own Levels and Elevations for extra height levels and points of view. To create a new Level open any Elevation view and go to Level under the Architecture tab. Whereas to create a new Elevation, open any Level view and go to Elevation under the View tab.





Then just place the block and set its range and depth view. Once the walls are in place you can add doors and windows on it by using any 3D View or Elevation view. Use the Door tool to place any door with its base on the ground plane or on any other Level; and enable the Window tool to place any window on the walls. These doors and windows are examples of Families, such as single object designs that can be ported into any Revit model. If you click on any Family you can use the Properties panel on the left to change its design and size in no time.





You can find other families by using the Component tool. Once the walls are in place, you can use the Roof tool to drop any roof. Also this tool takes as reference a Level height which is, by default, the ground Level 1, which is not the right one for the roof. In this case Revit will ask you to change the height Level to use directly. This reference plane is called Work Plane and can be checked on the preview by enabling Show under Work Plane. Whereas you can use Set to change the Level to take as reference. Once the Work Plane is correct, you can define the roof sketch in Edit Mode and apply it to render it, as seen for the floor. In addition, if you have Defines slope enabled, the roof slopes are managed automatically and marked as pink triangles next to each side. Whereas if you disable this option the roof will be completely flat but you can fully customize it with the Shape Editing options above. First fix points and lines on the roof, apply with the Escape key and then move these as you like most with Modify Sub Elements enabled. When no tools are enabled you can click on any object to select it in blue color and start editing it. There are two main ways to edit an object. If you select the object you can drag from its nodes and arrows to edit its basic properties such as the height of a wall. You can also click and drag the object itself to move it and use CTRL+X, C and V to cut, copy and paste it. Use the Delete key to remove it. If you make any mistake you can undo with CTRL+Z. Inside the Modify tab you have several editing tools you can use on the selected object, such as Rotate and Mirror. Make sure to hover over any tool to get help and tips about these if you need.





Another way to edit the object is to change its basic shape. If you select the object and use the Edit button under Mode you will enter again into Edit Mode to modify the basic sketch of the object on each of its vertices and sides composing it. Then use Cancel to undo or Finish to apply. You can also change the Visual Style at the bottom to improve the raw preview shown or check the result of a rendering by going to View and then to Render. Whereas to save your project use the Save button above or CTRL+S. All Revit models are saved as .rvt files.









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July 06, 2020

lock down ke maya dj janghel vs dj gol2


Hello future music producers, and welcome! I am showing you in this video how to
make beats with Fruity Loops Studio 12 by ImageLine.
In case you find mistakes in pronunciation, please leave feedbacks in comments!
Watch the beginner tutorial in this show, if you have problems in what is





explained.












First of all, as you know, in any music project with FL, you firstly have to define each pattern you are going to use in your final project, which is represented by the structure shown in the Playlist window. Keep in mind that all patterns may have different beats per bars, but all of them do have the same channels indeed. This means that, if you add a new channel to a pattern, this will be added in a new row in all the patterns in your project, and this is pretty comfortable while making beats. With beats it's intended a sequence of kicks, snares, hi-hats or cymbals and so on that create a rhythmic background in any kind of music genre. This can change depending on your inspiration and on the genre itself.









In FL, the pattern can represent anything, a melody or a basic beat. All you need to do is to add the right channels for your targets.









If you want to create a basic beat, then add kicks, snares, claps or hi-hats on your opened pattern. You can drag them on it, if you already have them on your own, otherwise just go in the Browser window and go in the section Drums, inside Packs. These are the samples you are going to use while creating your beat. Click on a sample to hear it, and, if you like it, just click and drag it onto your opened pattern.









It is important that beats are put separately in a pattern. So make sure that any melody or bassline put active are in other patterns, and not together with the beats. Create a pattern aside for each basic beat you are going to create. If you want to change rhythm in your song in the future, put beat backgrounds in different patterns. This will let you manage the change of the rhythm in the Playlist much and much easier, since changing the beat pattern will mean changing the beat itself. How about creating these beats? They are simply ruled like any other channels. Put the pattern in play mode and create your basic beat by turning on and off the rectangles you have. Since the pattern will go on being played,





you can right hear how the beat in progress is sounding, so you can change it until you find the right one. When making the beat patterns, put them in your Playlist.









Use the Brush mode to spread fast the beats in the background throughout your work. Whenever you want to change the beat, just spread the other beat patterns you created. That's it! However, you can edit well your beats more deeply than simply turning on or off the beat channels. These editings can be applied on any kind of channels too. Let's see how.









In the top right corner of the StepSequencer, you find the Swing Bar. In particular beats, this can be good to spread the rhythm differently. Keep it in mind. Then you have two buttons in the same corner. The first one is the Graph Editor, and it is used to change some important properties for the channel selected, like beat per beat in time, intensity under the section Velocity, and the Pan one for the panning. Select a channel by clicking next to the channel name, to see a small green light showing up. When you click on the Graph Editor, a series of columns will appear, and each column represents a channel step. By clicking or dragging the mouse on them you can change properties in time very easily, and so the related beat associated. You can personalize your beat the best way you like. The second button is the Keyboard Editor, and this works just like the Graph one, but here you modify the notes of the channel selected, beat per beat in time. So that you can change the note and the tone of your beat selected. Graph and Keyboard Editors can be applied on more channels, just select them altogether. Hold Shift down and select the channels you want to edit. In this simple way seen, you can create your beat and evenutally personalize it well in time. Remember to hear your beat over and over, alone and inside your project in progress. Very well, now you are able to create beats with Fruity Loops Studio 12! If you
want to go pro with this software, check the other videos in this show!
Thanks for watching!


Thursday, April 2, 2020