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	<title>Comments on: Copulating mip_matteshadow &amp; IBL</title>
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	<link>http://www.sigillarium.com/blog/lang/en/175</link>
	<description>CG Blog</description>
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		<title>By: dub73</title>
		<link>http://www.sigillarium.com/blog/lang/en/175/comment-page-1/#comment-1154</link>
		<dc:creator>dub73</dc:creator>
		<pubDate>Fri, 17 Dec 2010 16:01:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=175#comment-1154</guid>
		<description>thanks dude, you saved my day !! :) so ... easy</description>
		<content:encoded><![CDATA[<p>thanks dude, you saved my day !! <img src='http://www.sigillarium.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  so &#8230; easy</p>
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		<title>By: Sagroth</title>
		<link>http://www.sigillarium.com/blog/lang/en/175/comment-page-1/#comment-357</link>
		<dc:creator>Sagroth</dc:creator>
		<pubDate>Sun, 19 Jul 2009 17:16:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=175#comment-357</guid>
		<description>Hi.

I fear I&#039;ve never used sIBL, so don&#039;t know why it doesn&#039;t work, but thanks for the link - it looks pretty interesting and I&#039;ll try it out.

You need mip_rayswitch only if you want to make your objects render black in direct visibility and with shadows in refractions - &#039;shadows through glass&#039; pass, let&#039;s say. For that you need to plug mib_continue into eye and transparency slots of mip_rayswitch, mip_matteshadow into refraction slot and mib_transparency into mip_matteshadow.background (and mip_rayswitch itself into a constant shader that you assign to those objects, surfaceShader for example - outValue into outColor and outValueA into outMatteOpacityR, G and B).

That works through glass made via mia_material shader - I did no tests for other situations.</description>
		<content:encoded><![CDATA[<p>Hi.</p>
<p>I fear I&#8217;ve never used sIBL, so don&#8217;t know why it doesn&#8217;t work, but thanks for the link &#8211; it looks pretty interesting and I&#8217;ll try it out.</p>
<p>You need mip_rayswitch only if you want to make your objects render black in direct visibility and with shadows in refractions &#8211; &#8216;shadows through glass&#8217; pass, let&#8217;s say. For that you need to plug mib_continue into eye and transparency slots of mip_rayswitch, mip_matteshadow into refraction slot and mib_transparency into mip_matteshadow.background (and mip_rayswitch itself into a constant shader that you assign to those objects, surfaceShader for example &#8211; outValue into outColor and outValueA into outMatteOpacityR, G and B).</p>
<p>That works through glass made via mia_material shader &#8211; I did no tests for other situations.</p>
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		<title>By: Jesus</title>
		<link>http://www.sigillarium.com/blog/lang/en/175/comment-page-1/#comment-355</link>
		<dc:creator>Jesus</dc:creator>
		<pubDate>Sun, 19 Jul 2009 15:34:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=175#comment-355</guid>
		<description>Hi,

Excellent and simple solution!  Thanks!

I have a question.  I&#039;m using sIBL (http://www.hdrlabs.com) and cannot get this to work using that.  I&#039;m wondering if it&#039;s related to the mip_rayswitch.  Do I need to make a connection using the mip_matteshadow when using mip_rayswitch?  If so, where do I plug this in?  I&#039;m so confused about this.</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>Excellent and simple solution!  Thanks!</p>
<p>I have a question.  I&#8217;m using sIBL (<a href="http://www.hdrlabs.com" rel="nofollow">http://www.hdrlabs.com</a>) and cannot get this to work using that.  I&#8217;m wondering if it&#8217;s related to the mip_rayswitch.  Do I need to make a connection using the mip_matteshadow when using mip_rayswitch?  If so, where do I plug this in?  I&#8217;m so confused about this.</p>
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	<item>
		<title>By: Sagroth</title>
		<link>http://www.sigillarium.com/blog/lang/en/175/comment-page-1/#comment-221</link>
		<dc:creator>Sagroth</dc:creator>
		<pubDate>Sun, 28 Jun 2009 10:35:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=175#comment-221</guid>
		<description>Hi, Matt.

Since your shadows are visible through glass, they are actually considered as refraction data. I doubt that automatic pass system would return a correct result right away, so the most reliable way, in my opinion, is to make a special renderLayer with network you want and render it separately - try making your mia_material glass 100% refractive (so it doesn&#039;t appear in alpha) and assign mip_rayswitch to objects behind it. In eye it should be invisible (mib_continue) and in refraction use &#039;mib_transparency -&gt; mip_matteshadow&#039; technique I&#039;ve mentioned. That way in alpha you should get just shadows, refracted through glass.

I hope that helps. Let me know the results, please :)

P.S. Since you use that transparency trick - you should plug mib_continue into transparency for mip_rayswitch also.</description>
		<content:encoded><![CDATA[<p>Hi, Matt.</p>
<p>Since your shadows are visible through glass, they are actually considered as refraction data. I doubt that automatic pass system would return a correct result right away, so the most reliable way, in my opinion, is to make a special renderLayer with network you want and render it separately &#8211; try making your mia_material glass 100% refractive (so it doesn&#8217;t appear in alpha) and assign mip_rayswitch to objects behind it. In eye it should be invisible (mib_continue) and in refraction use &#8216;mib_transparency -> mip_matteshadow&#8217; technique I&#8217;ve mentioned. That way in alpha you should get just shadows, refracted through glass.</p>
<p>I hope that helps. Let me know the results, please <img src='http://www.sigillarium.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>P.S. Since you use that transparency trick &#8211; you should plug mib_continue into transparency for mip_rayswitch also.</p>
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	<item>
		<title>By: matt</title>
		<link>http://www.sigillarium.com/blog/lang/en/175/comment-page-1/#comment-220</link>
		<dc:creator>matt</dc:creator>
		<pubDate>Sun, 28 Jun 2009 08:40:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=175#comment-220</guid>
		<description>hey,

excellent post, thank you!  found your site through cgtalk, looking forward to reading more.

quick question - would you know the procedure for getting a shadow pass (from either useBackgroundShader, or mip_matte_shadow) to show up visible in refractions or reflections on a mia_material or a regular maya shader?  need to refract shadow pass for compositing, don&#039;t know what to do!

cheers,

m</description>
		<content:encoded><![CDATA[<p>hey,</p>
<p>excellent post, thank you!  found your site through cgtalk, looking forward to reading more.</p>
<p>quick question &#8211; would you know the procedure for getting a shadow pass (from either useBackgroundShader, or mip_matte_shadow) to show up visible in refractions or reflections on a mia_material or a regular maya shader?  need to refract shadow pass for compositing, don&#8217;t know what to do!</p>
<p>cheers,</p>
<p>m</p>
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	<item>
		<title>By: donGuzzini</title>
		<link>http://www.sigillarium.com/blog/lang/en/175/comment-page-1/#comment-166</link>
		<dc:creator>donGuzzini</dc:creator>
		<pubDate>Wed, 17 Jun 2009 20:19:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=175#comment-166</guid>
		<description>Спасибо за инфу, очень полезно, использовал в проекте.</description>
		<content:encoded><![CDATA[<p>Спасибо за инфу, очень полезно, использовал в проекте.</p>
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