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	<title>Sigillarium</title>
	<link>http://www.sigillarium.com/blog</link>
	<description>Sagroth&#039;s CG Blog</description>
	<lastBuildDate>Thu, 10 Jun 2010 23:40:45 +0000</lastBuildDate>
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		<title>Rendering Motion Vectors with mentalRay in Maya</title>
		<description><![CDATA[I&#8217;ve made a videotutorial not long ago on rendering motion vectors with mentalRay in Maya by request of RE:Vision Effects. Today I&#8217;m making it public on vimeo. The tutorial covers this aspect only &#8211; rendering motion vectors &#8211; it doesn&#8217;t deal with compositing them, but, besides well known lm2DMV method, a couple of pretty useful [...]]]></description>
		<link>http://www.sigillarium.com/blog/lang/en/1029</link>
			</item>
	<item>
		<title>Gallery &#8211; Black Lightning</title>
		<description><![CDATA[Added several results of my work for feature film &#8220;Black Lightning&#8221; to the gallery.]]></description>
		<link>http://www.sigillarium.com/blog/lang/en/994</link>
			</item>
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		<title>Framebuffer setup for passes output in general and mia_material_x in particular</title>
		<description><![CDATA[In this article I want to describe manual method for outputting passes with mentalray. Starting from version 2009 maya has a nice new passes system right in the renderSettings. Now Maya 2010 is already available&#8230; So why bother? The answer is very simple &#8211; up to now this seemingly nice system works adequately in presentations [...]]]></description>
		<link>http://www.sigillarium.com/blog/lang/en/822</link>
			</item>
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		<title>Lightmaps &amp; Converting image to another uv space</title>
		<description><![CDATA[This post is about methods to convert an image (texture, displacement map etc.) made for specific uv-mapping, into corresponding image for another uv-mapping of the same object. Let&#8217;s say, you need to convert a displacement map generated for AUV/GUV mapping of zBrush into more &#8220;reasonable&#8221; one (loading it into zBrush and regenerating displacement doesn&#8217;t work&#8230; [...]]]></description>
		<link>http://www.sigillarium.com/blog/lang/en/784</link>
			</item>
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		<title>Convert Instancer into geometry</title>
		<description><![CDATA[Type: Python Script (py) Name: sag_instancerToGeometry Version: 1.1 Released: 2010.06.11 Download Almost every time I use instancer to duplicate geometry via particles, I inevitably want to convert it&#8217;s result into standard keyframed objects to modify or simply delete specific ones. At last I&#8217;ve put myself together and have written a tool for this task. Usage: [...]]]></description>
		<link>http://www.sigillarium.com/blog/lang/en/726</link>
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	<item>
		<title>Gallery added</title>
		<description><![CDATA[There&#8217;s a button to the gallery of my recent works in the top right corner of the blog page. Actually, for a pretty long time already, but only today I&#8217;ve finally made it presentable. So, without further ado &#8211; you&#8217;re welcome to push the mentioned button or the following link &#8211; Gallery]]></description>
		<link>http://www.sigillarium.com/blog/lang/en/698</link>
			</item>
	<item>
		<title>Initial values of particle attributes</title>
		<description><![CDATA[Let&#8217;s say, we&#8217;ve set initial state for our particles or just have created them with some defined attribute values via meticulously crafted script, and now we want to change some of them&#8230; For example, smoke sprites have various starting scale and then they grow larger with time from it, and we want to make them [...]]]></description>
		<link>http://www.sigillarium.com/blog/lang/en/678</link>
			</item>
	<item>
		<title>New old articles</title>
		<description><![CDATA[I&#8217;m closing my old site (now http://www.sigillarium.com/ leads right into this blog) and thereby moving several old articles that still have valuable info (and also to keep links from other resources working) as backdated posts here. For invaluable help in technical aspects of this deal I want to thank Rastler &#8211; check his photography blog [...]]]></description>
		<link>http://www.sigillarium.com/blog/lang/en/587</link>
			</item>
	<item>
		<title>Tiling procedurals and Placement mapping</title>
		<description><![CDATA[A little trick, pretty simple, but maybe not very obvious. To create coarse surfaces, detailed textures and other high frequency stuff we often use fractal or noise with high value of repeat, that leads to visible tiling: We can try to mix it with other noises, but there is a better solution&#8230; Attributes of place2dTexture [...]]]></description>
		<link>http://www.sigillarium.com/blog/lang/en/318</link>
			</item>
	<item>
		<title>Particle inside a volume and Field Influence checks</title>
		<description><![CDATA[Often there&#8217;s a need to check whether a particle is inside an object or not and based on that to make something with it (usually kill ) We can check the normal of nearest point on mesh, but such a calculation for each particle in each frame becomes very slow with increase of their amount. [...]]]></description>
		<link>http://www.sigillarium.com/blog/lang/en/297</link>
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