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	<title>Sigillarium &#187; expression</title>
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		<title>Framebuffer setup for passes output in general and mia_material_x in particular</title>
		<link>http://www.sigillarium.com/blog/lang/en/822</link>
		<comments>http://www.sigillarium.com/blog/lang/en/822#comments</comments>
		<pubDate>Sun, 17 Jan 2010 02:57:21 +0000</pubDate>
		<dc:creator>Sagroth</dc:creator>
				<category><![CDATA[Render]]></category>
		<category><![CDATA[ART_passes]]></category>
		<category><![CDATA[ctrl_buffers]]></category>
		<category><![CDATA[expression]]></category>
		<category><![CDATA[framebuffer]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[mentalrayOutputPass]]></category>
		<category><![CDATA[mentalrayUserBuffer]]></category>
		<category><![CDATA[mia_material_x]]></category>
		<category><![CDATA[miDefaultOptions]]></category>
		<category><![CDATA[openEXR]]></category>
		<category><![CDATA[pass]]></category>
		<category><![CDATA[perfomance]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[simplePasses]]></category>

		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=822</guid>
		<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>
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		<slash:comments>38</slash:comments>
		</item>
		<item>
		<title>Initial values of particle attributes</title>
		<link>http://www.sigillarium.com/blog/lang/en/678</link>
		<comments>http://www.sigillarium.com/blog/lang/en/678#comments</comments>
		<pubDate>Sun, 09 Aug 2009 18:02:05 +0000</pubDate>
		<dc:creator>Sagroth</dc:creator>
				<category><![CDATA[FX]]></category>
		<category><![CDATA[expression]]></category>
		<category><![CDATA[initial state]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[particle attribute]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[runtimeAfterDynamics]]></category>
		<category><![CDATA[runtimeBeforeDynamics]]></category>

		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=678</guid>
		<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>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Particle inside a volume and Field Influence checks</title>
		<link>http://www.sigillarium.com/blog/lang/en/297</link>
		<comments>http://www.sigillarium.com/blog/lang/en/297#comments</comments>
		<pubDate>Sun, 28 Jun 2009 13:56:23 +0000</pubDate>
		<dc:creator>Sagroth</dc:creator>
				<category><![CDATA[FX]]></category>
		<category><![CDATA[collision]]></category>
		<category><![CDATA[expression]]></category>
		<category><![CDATA[field]]></category>
		<category><![CDATA[inputForce]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[normal]]></category>
		<category><![CDATA[particle attribute]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[perfomance]]></category>
		<category><![CDATA[runtimeAfterDynamics]]></category>
		<category><![CDATA[runtimeBeforeDynamics]]></category>
		<category><![CDATA[volume]]></category>
		<category><![CDATA[volumeAxisField]]></category>

		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=297</guid>
		<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>
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		<slash:comments>4</slash:comments>
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		<title>Uniform Particle Trails</title>
		<link>http://www.sigillarium.com/blog/lang/en/228</link>
		<comments>http://www.sigillarium.com/blog/lang/en/228#comments</comments>
		<pubDate>Sun, 24 May 2009 17:37:22 +0000</pubDate>
		<dc:creator>Sagroth</dc:creator>
				<category><![CDATA[FX]]></category>
		<category><![CDATA[age]]></category>
		<category><![CDATA[birthTime]]></category>
		<category><![CDATA[blobby]]></category>
		<category><![CDATA[emit]]></category>
		<category><![CDATA[expression]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[oversampling]]></category>
		<category><![CDATA[particle attribute]]></category>
		<category><![CDATA[particle trail]]></category>
		<category><![CDATA[particles]]></category>

		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=228</guid>
		<description><![CDATA[When the task becomes to get smooth lines, trails or flows/streams via particles, most hopes are put upon Blobby Surface or new Output Mesh for nParticles. Both have their own advantages and problems, a mutual one is how to generate a uniform trail &#8211; to get smoothest result with smallest amount of particles used. First [...]]]></description>
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		<slash:comments>6</slash:comments>
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		<title>Before/After Runtime Expressions</title>
		<link>http://www.sigillarium.com/blog/lang/en/157</link>
		<comments>http://www.sigillarium.com/blog/lang/en/157#comments</comments>
		<pubDate>Sun, 10 May 2009 14:20:41 +0000</pubDate>
		<dc:creator>Sagroth</dc:creator>
				<category><![CDATA[FX]]></category>
		<category><![CDATA[acceleration]]></category>
		<category><![CDATA[collision]]></category>
		<category><![CDATA[emit]]></category>
		<category><![CDATA[expression]]></category>
		<category><![CDATA[field]]></category>
		<category><![CDATA[goal]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[particle attribute]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[runtimeAfterDynamics]]></category>
		<category><![CDATA[runtimeBeforeDynamics]]></category>
		<category><![CDATA[uniform]]></category>

		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=157</guid>
		<description><![CDATA[For a pretty long time differences between runtimeBeforeDynamics and runtimeAfterDynamics particle expressions were pretty vague for me. Well, their names seem to explain everything &#8211; first ones are executed before dynamics and second ones &#8211; afterwards&#8230; But what the hell does this mean and what do I need it for in practice, how could I [...]]]></description>
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		<slash:comments>2</slash:comments>
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		<title>External Values in Particle Expressions</title>
		<link>http://www.sigillarium.com/blog/lang/en/127</link>
		<comments>http://www.sigillarium.com/blog/lang/en/127#comments</comments>
		<pubDate>Sun, 10 May 2009 01:36:17 +0000</pubDate>
		<dc:creator>Sagroth</dc:creator>
				<category><![CDATA[FX]]></category>
		<category><![CDATA[expression]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[particle attribute]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[perfomance]]></category>
		<category><![CDATA[pointMatrixMult]]></category>
		<category><![CDATA[pointPosition]]></category>
		<category><![CDATA[runtimeBeforeDynamics]]></category>
		<category><![CDATA[worldPosition]]></category>

		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=127</guid>
		<description><![CDATA[As a first post in this blog I&#8217;ll describe optimization methods of pretty common task in particle expressions &#8211; using external values in them. A simple example: do something with a particle based on it&#8217;s distance from specific  object, let&#8217;s say, change color close to animated locator: The first thing that comes to mind is [...]]]></description>
		<wfw:commentRss>http://www.sigillarium.com/blog/lang/en/127/feed</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<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>
		<category><![CDATA[st]]></category>
		<category><![CDATA[surfaceShader]]></category>
		<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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