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	<title>Comments for Sigillarium</title>
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	<link>http://www.sigillarium.com/blog</link>
	<description>Sagroth&#039;s CG Blog</description>
	<lastBuildDate>Fri, 06 Aug 2010 18:28:28 +0000</lastBuildDate>
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		<title>Comment on Convert Instancer into geometry by Sagroth</title>
		<link>http://www.sigillarium.com/blog/lang/en/726/comment-page-1/#comment-962</link>
		<dc:creator>Sagroth</dc:creator>
		<pubDate>Fri, 06 Aug 2010 18:28:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=726#comment-962</guid>
		<description>Да, спасибо. Я в курсе что это нужно и важно, просто пока не успел обдумать как это все конвертить во вращения.</description>
		<content:encoded><![CDATA[<p>Да, спасибо. Я в курсе что это нужно и важно, просто пока не успел обдумать как это все конвертить во вращения.</p>
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		<title>Comment on Convert Instancer into geometry by sanctus</title>
		<link>http://www.sigillarium.com/blog/lang/en/726/comment-page-1/#comment-961</link>
		<dc:creator>sanctus</dc:creator>
		<pubDate>Fri, 06 Aug 2010 12:15:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=726#comment-961</guid>
		<description>Возможно вас заинтересует http://somesanctus.blogspot.com/2010/08/smartrotation.html
и вы пересмотрите свое отношение к каналам Aim и Up
это - пожелание включить их в утилитую.</description>
		<content:encoded><![CDATA[<p>Возможно вас заинтересует <a href="http://somesanctus.blogspot.com/2010/08/smartrotation.html" rel="nofollow">http://somesanctus.blogspot.com/2010/08/smartrotation.html</a><br />
и вы пересмотрите свое отношение к каналам Aim и Up<br />
это &#8211; пожелание включить их в утилитую.</p>
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		<title>Comment on Framebuffer setup for passes output in general and mia_material_x in particular 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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	<item>
		<title>Comment on Framebuffer setup for passes output in general and mia_material_x in particular 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>Comment on Framebuffer setup for passes output in general and mia_material_x in particular 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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	<item>
		<title>Comment on Framebuffer setup for passes output in general and mia_material_x in particular 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>Comment on Framebuffer setup for passes output in general and mia_material_x in particular 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>Comment on Framebuffer setup for passes output in general and mia_material_x in particular 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>Comment on Label/Tag &amp; Coverage passes &#8211; LabelExtractor by pryaneek</title>
		<link>http://www.sigillarium.com/blog/lang/en/379/comment-page-1/#comment-943</link>
		<dc:creator>pryaneek</dc:creator>
		<pubDate>Wed, 30 Jun 2010 13:31:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=379#comment-943</guid>
		<description>Когда же уже будет продолжение статьи? (о том как собирать + сетап для Fusion)</description>
		<content:encoded><![CDATA[<p>Когда же уже будет продолжение статьи? (о том как собирать + сетап для Fusion)</p>
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		<title>Comment on Convert Instancer into geometry by Mostafa</title>
		<link>http://www.sigillarium.com/blog/lang/en/726/comment-page-1/#comment-939</link>
		<dc:creator>Mostafa</dc:creator>
		<pubDate>Wed, 23 Jun 2010 13:13:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=726#comment-939</guid>
		<description>this is awesome man. thanks a lot.</description>
		<content:encoded><![CDATA[<p>this is awesome man. thanks a lot.</p>
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