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	<title>Sigillarium &#187; alpha</title>
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		<title>Copulating mip_matteshadow &amp; IBL</title>
		<link>http://www.sigillarium.com/blog/lang/en/175</link>
		<comments>http://www.sigillarium.com/blog/lang/en/175#comments</comments>
		<pubDate>Sun, 17 May 2009 04:16:24 +0000</pubDate>
		<dc:creator>Sagroth</dc:creator>
				<category><![CDATA[Render]]></category>
		<category><![CDATA[alpha]]></category>
		<category><![CDATA[environment]]></category>
		<category><![CDATA[ibl]]></category>
		<category><![CDATA[image based lighting]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[mia_envblur]]></category>
		<category><![CDATA[mib_color_mix]]></category>
		<category><![CDATA[mib_opacity]]></category>
		<category><![CDATA[mib_transparency]]></category>
		<category><![CDATA[mip_matteshadow]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[shadow]]></category>

		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=175</guid>
		<description><![CDATA[Just recently had a lot of headache trying to force mip_matteshadow shader to reveal IBL texture through itself. Multiple examples on the web utilize mip_mirrorball and mip_cameramap, but what to do with simple latlong image &#8211; found nothing. Actually, there were suggestions to use mib_lookup_spherical, but in my opinion synchronizing it with IBL rotations is [...]]]></description>
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		<slash:comments>6</slash:comments>
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		<title>multiMap Shading Network</title>
		<link>http://www.sigillarium.com/blog/lang/en/453</link>
		<comments>http://www.sigillarium.com/blog/lang/en/453#comments</comments>
		<pubDate>Wed, 27 Dec 2006 17:00:06 +0000</pubDate>
		<dc:creator>Sagroth</dc:creator>
				<category><![CDATA[Render]]></category>
		<category><![CDATA[alpha]]></category>
		<category><![CDATA[displacement]]></category>
		<category><![CDATA[float point]]></category>
		<category><![CDATA[layeredShader]]></category>
		<category><![CDATA[layeredTexture]]></category>
		<category><![CDATA[mapping]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[mudbox]]></category>
		<category><![CDATA[multiDisplacement]]></category>
		<category><![CDATA[multiMap]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[texture]]></category>
		<category><![CDATA[uv]]></category>
		<category><![CDATA[zBrush]]></category>

		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=453</guid>
		<description><![CDATA[This is an old article from the end of 2006. Since I&#8217;m closing the site it was on &#8217;till today, I&#8217;ve decided to add it as a backdated post here. Chapter I. Basics description Chapter II. Example of assigning color maps Chapter III. Example of assigning displacement maps Chapter IV. Final notes - Download script [...]]]></description>
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		<title>Label/Tag &amp; Coverage passes &#8211; LabelExtractor</title>
		<link>http://www.sigillarium.com/blog/lang/en/379</link>
		<comments>http://www.sigillarium.com/blog/lang/en/379#comments</comments>
		<pubDate>Tue, 26 Dec 2006 16:04:16 +0000</pubDate>
		<dc:creator>Sagroth</dc:creator>
				<category><![CDATA[Render]]></category>
		<category><![CDATA[aliasing]]></category>
		<category><![CDATA[alpha]]></category>
		<category><![CDATA[anti-aliasing]]></category>
		<category><![CDATA[Compositing]]></category>
		<category><![CDATA[coverage]]></category>
		<category><![CDATA[ctrl_buffers]]></category>
		<category><![CDATA[expression]]></category>
		<category><![CDATA[framebuffer]]></category>
		<category><![CDATA[labelExtractor]]></category>
		<category><![CDATA[m2mr]]></category>
		<category><![CDATA[macro]]></category>
		<category><![CDATA[mask]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[miLabel]]></category>
		<category><![CDATA[pass]]></category>
		<category><![CDATA[p_constant]]></category>
		<category><![CDATA[p_megaTK]]></category>
		<category><![CDATA[p_shaders]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[shake]]></category>
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		<category><![CDATA[tag]]></category>
		<category><![CDATA[tt]]></category>
		<category><![CDATA[zt]]></category>

		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=379</guid>
		<description><![CDATA[This is an old article from the end of 2006. It&#8217;s partially outdated, but still contains interesting info. More than that, there&#8217;re a lot of links to it from other places, so, since I&#8217;m closing the site it was on &#8217;till today, I&#8217;ve decided to add it as a backdated post here. Chapter I. Basic [...]]]></description>
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		<slash:comments>16</slash:comments>
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		<title>Basic usage of p_megaTk</title>
		<link>http://www.sigillarium.com/blog/lang/en/651</link>
		<comments>http://www.sigillarium.com/blog/lang/en/651#comments</comments>
		<pubDate>Sat, 19 Nov 2005 00:30:19 +0000</pubDate>
		<dc:creator>Sagroth</dc:creator>
				<category><![CDATA[Render]]></category>
		<category><![CDATA[alpha]]></category>
		<category><![CDATA[bump]]></category>
		<category><![CDATA[m2mr]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[mib_texture_lookup]]></category>
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		<category><![CDATA[pass]]></category>
		<category><![CDATA[p_megaTK]]></category>
		<category><![CDATA[p_megaTK_pass]]></category>
		<category><![CDATA[p_spotTK]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[shake]]></category>
		<category><![CDATA[texture]]></category>

		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=651</guid>
		<description><![CDATA[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 &#8216;Export with Shading Engine&#8217; that led to alpha [...]]]></description>
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