Basic usage of p_megaTk
Videotutorial from the end of 2005. It explains general methods of p_megaTk and p_megaTk_pass shaders usage for setting up render passes. Also it describes the creation of mentalray nodes network for bump (at that particular moment to get proper bump via maya nodes you needed to enable ‘Export with Shading Engine’ that led to alpha disappearing 🙂 and this method served as an alternative solution).
There’s no sound in this videotutorial – it’s much better to fall asleep that way 🙂
On vimeo you can watch this video in HD.
Basic usage of p_megaTk shader from Sagroth on Vimeo.
Posted on November 19, 2005 at 4:30 by · Permalink
In: Render · Tagged with: alpha, bump, m2mr, maya, mentalray, mib_texture_lookup, mib_texture_remap, mib_texture_vector, p_megaTK, p_megaTK_pass, p_spotTK, pass, shading, shake, texture
In: Render · Tagged with: alpha, bump, m2mr, maya, mentalray, mib_texture_lookup, mib_texture_remap, mib_texture_vector, p_megaTK, p_megaTK_pass, p_spotTK, pass, shading, shake, texture