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	<title>Comments on: Framebuffer setup for passes output in general and mia_material_x in particular</title>
	<atom:link href="http://www.sigillarium.com/blog/lang/en/822/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.sigillarium.com/blog/lang/en/822</link>
	<description>Sagroth&#039;s CG Blog</description>
	<lastBuildDate>Fri, 06 Aug 2010 18:28:28 +0000</lastBuildDate>
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		<title>By: Kit</title>
		<link>http://www.sigillarium.com/blog/lang/en/822/comment-page-1/#comment-953</link>
		<dc:creator>Kit</dc:creator>
		<pubDate>Mon, 05 Jul 2010 20:50:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=822#comment-953</guid>
		<description>okay~ just so we are clear, yes Korinkite, this is me, your girlfriend, I just wanted to say. No. Kitty is not me like you have accused me of being. BUT this was very helpful. I would love to learn how to do all of this stuff. This was well laid out and helpful. 
~Kit</description>
		<content:encoded><![CDATA[<p>okay~ just so we are clear, yes Korinkite, this is me, your girlfriend, I just wanted to say. No. Kitty is not me like you have accused me of being. BUT this was very helpful. I would love to learn how to do all of this stuff. This was well laid out and helpful.<br />
~Kit</p>
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		<title>By: Korinkite</title>
		<link>http://www.sigillarium.com/blog/lang/en/822/comment-page-1/#comment-951</link>
		<dc:creator>Korinkite</dc:creator>
		<pubDate>Fri, 02 Jul 2010 21:39:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=822#comment-951</guid>
		<description>Oh, looks like I over thought the process a bit, that explanation is really helpful thank you. Hope to see more of your work later. 

- Korinkite</description>
		<content:encoded><![CDATA[<p>Oh, looks like I over thought the process a bit, that explanation is really helpful thank you. Hope to see more of your work later. </p>
<p>- Korinkite</p>
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		<title>By: Sagroth</title>
		<link>http://www.sigillarium.com/blog/lang/en/822/comment-page-1/#comment-948</link>
		<dc:creator>Sagroth</dc:creator>
		<pubDate>Fri, 02 Jul 2010 18:15:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=822#comment-948</guid>
		<description>masksA &amp; masksB are just solid RGB-colored ramps plugged into the same buffer channel. I&#039;ve got 5 shaders and 3 colors, so I make 3 shaders RGB and 2 just black in masksA. Then I make these last two shaders RG in masksB and the rest three of them black.

Projected ramps are for &#039;grads&#039; pass - I just create ramp as projection and translate/rotate/scale it&#039;s planar placement to cover the scene with green gradient from left to right, blue gradient from us in depth and red - from the center of the scene outwards (circular ramp) - then just plus them all together (since they are pure RGB - they&#039;ll be separated without any problem in compositing). There&#039;re three placements in the scene - take a look at them. Projecting 2D textures are explained in maya help.

p is a position of a surface point in the world space - it&#039;s taken from samplerInfo node and just plugged into buffer channel.

Hope that answers your questions.</description>
		<content:encoded><![CDATA[<p>masksA &#038; masksB are just solid RGB-colored ramps plugged into the same buffer channel. I&#8217;ve got 5 shaders and 3 colors, so I make 3 shaders RGB and 2 just black in masksA. Then I make these last two shaders RG in masksB and the rest three of them black.</p>
<p>Projected ramps are for &#8216;grads&#8217; pass &#8211; I just create ramp as projection and translate/rotate/scale it&#8217;s planar placement to cover the scene with green gradient from left to right, blue gradient from us in depth and red &#8211; from the center of the scene outwards (circular ramp) &#8211; then just plus them all together (since they are pure RGB &#8211; they&#8217;ll be separated without any problem in compositing). There&#8217;re three placements in the scene &#8211; take a look at them. Projecting 2D textures are explained in maya help.</p>
<p>p is a position of a surface point in the world space &#8211; it&#8217;s taken from samplerInfo node and just plugged into buffer channel.</p>
<p>Hope that answers your questions.</p>
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		<title>By: Korinkite</title>
		<link>http://www.sigillarium.com/blog/lang/en/822/comment-page-1/#comment-946</link>
		<dc:creator>Korinkite</dc:creator>
		<pubDate>Fri, 02 Jul 2010 15:37:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=822#comment-946</guid>
		<description>Great work, I&#039;ve tried looking at the scene files but I can&#039;t for the life of me figure out how you made the maskA, maskB, and p passes. I figured the reason was because of some lack of knowledge of ramps and/or projections.

I know to create the same effect by using render layers but your method doesn&#039;t require any which makes me especially intrigued. 


May I get some kind of reference (link/forum/tutorial) where I can learn how you mapped your ramp colors to your objects via projection?</description>
		<content:encoded><![CDATA[<p>Great work, I&#8217;ve tried looking at the scene files but I can&#8217;t for the life of me figure out how you made the maskA, maskB, and p passes. I figured the reason was because of some lack of knowledge of ramps and/or projections.</p>
<p>I know to create the same effect by using render layers but your method doesn&#8217;t require any which makes me especially intrigued. </p>
<p>May I get some kind of reference (link/forum/tutorial) where I can learn how you mapped your ramp colors to your objects via projection?</p>
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		<title>By: Sagroth</title>
		<link>http://www.sigillarium.com/blog/lang/en/822/comment-page-1/#comment-947</link>
		<dc:creator>Sagroth</dc:creator>
		<pubDate>Fri, 02 Jul 2010 11:56:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=822#comment-947</guid>
		<description>Sounds like a pretty cruel man :-D</description>
		<content:encoded><![CDATA[<p>Sounds like a pretty cruel man <img src='http://www.sigillarium.com/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':-D' class='wp-smiley' /> </p>
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		<title>By: Kitten</title>
		<link>http://www.sigillarium.com/blog/lang/en/822/comment-page-1/#comment-944</link>
		<dc:creator>Kitten</dc:creator>
		<pubDate>Thu, 01 Jul 2010 02:42:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=822#comment-944</guid>
		<description>thanks a lot. my boyfriend has been ferveriously testing me to see if I understand this stuff to be a part of his world, and I can now report back with what I&#039;ve learned ^-^</description>
		<content:encoded><![CDATA[<p>thanks a lot. my boyfriend has been ferveriously testing me to see if I understand this stuff to be a part of his world, and I can now report back with what I&#8217;ve learned ^-^</p>
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		<title>By: Sagroth</title>
		<link>http://www.sigillarium.com/blog/lang/en/822/comment-page-1/#comment-936</link>
		<dc:creator>Sagroth</dc:creator>
		<pubDate>Fri, 18 Jun 2010 22:55:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=822#comment-936</guid>
		<description>Hi. 

ART_passes shader is not mine. 

Here&#039;s the scene for Maya 2011 with complete setup and the exr file I get from it for comparison:

http://www.sigillarium.com/blog/wp-content/uploads/FILES/art_test01.rar

2011 has framebuffer section hidden the same way it is in 2009.

Nice videotutorial about setting up buffers can be found here:

http://williework.blogspot.com/2010/03/technical-creating-custom-render-passes.html</description>
		<content:encoded><![CDATA[<p>Hi. </p>
<p>ART_passes shader is not mine. </p>
<p>Here&#8217;s the scene for Maya 2011 with complete setup and the exr file I get from it for comparison:</p>
<p><a href="http://www.sigillarium.com/blog/wp-content/uploads/FILES/art_test01.rar" rel="nofollow">http://www.sigillarium.com/blog/wp-content/uploads/FILES/art_test01.rar</a></p>
<p>2011 has framebuffer section hidden the same way it is in 2009.</p>
<p>Nice videotutorial about setting up buffers can be found here:</p>
<p><a href="http://williework.blogspot.com/2010/03/technical-creating-custom-render-passes.html" rel="nofollow">http://williework.blogspot.com/2010/03/technical-creating-custom-render-passes.html</a></p>
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		<title>By: Kamal</title>
		<link>http://www.sigillarium.com/blog/lang/en/822/comment-page-1/#comment-934</link>
		<dc:creator>Kamal</dc:creator>
		<pubDate>Wed, 16 Jun 2010 21:23:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=822#comment-934</guid>
		<description>Hi, first of all thanks for your ART passes. I am trying to make them work in 2011 but getting stuck.Is it possible for you to post a scene example file where the scene is setup using ART passes.in the scene above available for download you have used Simple passes. Also, We need to use KSL frame buffer manager as in maya 2011 they Autodesk has hidden the feature of User framebuffer. thanks in advance. also, a video tutorial to set up Framebuffer output using ART passes would be very very appreciated.
best regards,
Kamal</description>
		<content:encoded><![CDATA[<p>Hi, first of all thanks for your ART passes. I am trying to make them work in 2011 but getting stuck.Is it possible for you to post a scene example file where the scene is setup using ART passes.in the scene above available for download you have used Simple passes. Also, We need to use KSL frame buffer manager as in maya 2011 they Autodesk has hidden the feature of User framebuffer. thanks in advance. also, a video tutorial to set up Framebuffer output using ART passes would be very very appreciated.<br />
best regards,<br />
Kamal</p>
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	<item>
		<title>By: Sagroth</title>
		<link>http://www.sigillarium.com/blog/lang/en/822/comment-page-1/#comment-922</link>
		<dc:creator>Sagroth</dc:creator>
		<pubDate>Thu, 10 Jun 2010 05:34:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=822#comment-922</guid>
		<description>Yeap, I know, thanks. I&#039;ve even tested this in 2011 myself already and it seems to be working properly now, though rendering a lot of different passes at once was pretty slow still (I need to do more tests on that). We&#039;re still in 2009 anyway ;)</description>
		<content:encoded><![CDATA[<p>Yeap, I know, thanks. I&#8217;ve even tested this in 2011 myself already and it seems to be working properly now, though rendering a lot of different passes at once was pretty slow still (I need to do more tests on that). We&#8217;re still in 2009 anyway <img src='http://www.sigillarium.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: mBort</title>
		<link>http://www.sigillarium.com/blog/lang/en/822/comment-page-1/#comment-921</link>
		<dc:creator>mBort</dc:creator>
		<pubDate>Thu, 10 Jun 2010 03:12:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=822#comment-921</guid>
		<description>Hello, Sagroth
Nice Blog, thx for sharing so much info.
Today i found a good news at http://mayastation.typepad.com/maya-station/2010/02/writetocolorbuffer.html
that:
&quot;Note: in Maya 2011, the writeToColorBuffer node has been rewritten and does not increase the render times as in previous versions of Maya.&quot;</description>
		<content:encoded><![CDATA[<p>Hello, Sagroth<br />
Nice Blog, thx for sharing so much info.<br />
Today i found a good news at <a href="http://mayastation.typepad.com/maya-station/2010/02/writetocolorbuffer.html" rel="nofollow">http://mayastation.typepad.com/maya-station/2010/02/writetocolorbuffer.html</a><br />
that:<br />
&#8220;Note: in Maya 2011, the writeToColorBuffer node has been rewritten and does not increase the render times as in previous versions of Maya.&#8221;</p>
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