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	<title>Sigillarium &#187; maya</title>
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	<link>http://www.sigillarium.com/blog</link>
	<description>CG Blog</description>
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		<item>
		<title> Controlling particleId values</title>
		<link>http://www.sigillarium.com/blog/lang/en/1046</link>
		<comments>http://www.sigillarium.com/blog/lang/en/1046#comments</comments>
		<pubDate>Sat, 25 Sep 2010 15:05:49 +0000</pubDate>
		<dc:creator>Sagroth</dc:creator>
				<category><![CDATA[FX]]></category>
		<category><![CDATA[initial state]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[nextId]]></category>
		<category><![CDATA[particle attribute]]></category>
		<category><![CDATA[particleId]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[script]]></category>

		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=1046</guid>
		<description><![CDATA[Almost finishing the working day and planning to send a scene for overnight rendering, I&#8217;ve discovered with regret that pretty laborious several-days particle setup has gone terribly wrong. Before my eyes began to appear the images of a dinner first cooling down and then completely gone&#8230; of a couch slowly drowning in the haze of [...]]]></description>
		<wfw:commentRss>http://www.sigillarium.com/blog/lang/en/1046/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Rendering Motion Vectors with mentalRay in Maya</title>
		<link>http://www.sigillarium.com/blog/lang/en/1029</link>
		<comments>http://www.sigillarium.com/blog/lang/en/1029#comments</comments>
		<pubDate>Wed, 21 Apr 2010 20:00:03 +0000</pubDate>
		<dc:creator>Sagroth</dc:creator>
				<category><![CDATA[Render]]></category>
		<category><![CDATA[lm2DMV]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[motion blur]]></category>
		<category><![CDATA[motion vectors]]></category>
		<category><![CDATA[pass]]></category>
		<category><![CDATA[perfomance]]></category>
		<category><![CDATA[shading]]></category>

		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=1029</guid>
		<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>
		<wfw:commentRss>http://www.sigillarium.com/blog/lang/en/1029/feed</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<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>
		<wfw:commentRss>http://www.sigillarium.com/blog/lang/en/822/feed</wfw:commentRss>
		<slash:comments>38</slash:comments>
		</item>
		<item>
		<title>Lightmaps &amp; Converting image to another uv space</title>
		<link>http://www.sigillarium.com/blog/lang/en/784</link>
		<comments>http://www.sigillarium.com/blog/lang/en/784#comments</comments>
		<pubDate>Sat, 09 Jan 2010 18:02:20 +0000</pubDate>
		<dc:creator>Sagroth</dc:creator>
				<category><![CDATA[Render]]></category>
		<category><![CDATA[bake]]></category>
		<category><![CDATA[lightmap]]></category>
		<category><![CDATA[mapping]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[mib_lightmap_write]]></category>
		<category><![CDATA[mib_texture_lookup]]></category>
		<category><![CDATA[mib_texture_remap]]></category>
		<category><![CDATA[mib_texture_vector]]></category>
		<category><![CDATA[perfomance]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[surfaceShader]]></category>
		<category><![CDATA[texture]]></category>
		<category><![CDATA[uv]]></category>
		<category><![CDATA[uvset]]></category>

		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=784</guid>
		<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>
		<wfw:commentRss>http://www.sigillarium.com/blog/lang/en/784/feed</wfw:commentRss>
		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>Convert Instancer into geometry</title>
		<link>http://www.sigillarium.com/blog/lang/en/726</link>
		<comments>http://www.sigillarium.com/blog/lang/en/726#comments</comments>
		<pubDate>Sat, 14 Nov 2009 16:37:28 +0000</pubDate>
		<dc:creator>Sagroth</dc:creator>
				<category><![CDATA[FX]]></category>
		<category><![CDATA[instancer]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[sag_instancerToGeometry]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[tool]]></category>
		<category><![CDATA[utility]]></category>

		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=726</guid>
		<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>
		<wfw:commentRss>http://www.sigillarium.com/blog/lang/en/726/feed</wfw:commentRss>
		<slash:comments>21</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>
		<wfw:commentRss>http://www.sigillarium.com/blog/lang/en/678/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Tiling procedurals and Placement mapping</title>
		<link>http://www.sigillarium.com/blog/lang/en/318</link>
		<comments>http://www.sigillarium.com/blog/lang/en/318#comments</comments>
		<pubDate>Sat, 04 Jul 2009 23:15:40 +0000</pubDate>
		<dc:creator>Sagroth</dc:creator>
				<category><![CDATA[Render]]></category>
		<category><![CDATA[fractal]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[noise]]></category>
		<category><![CDATA[pattern]]></category>
		<category><![CDATA[place2dTexture]]></category>
		<category><![CDATA[placement]]></category>
		<category><![CDATA[procedural]]></category>
		<category><![CDATA[remap]]></category>
		<category><![CDATA[texture]]></category>
		<category><![CDATA[tiling]]></category>

		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=318</guid>
		<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>
		<wfw:commentRss>http://www.sigillarium.com/blog/lang/en/318/feed</wfw:commentRss>
		<slash:comments>10</slash:comments>
		</item>
		<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>
		<wfw:commentRss>http://www.sigillarium.com/blog/lang/en/297/feed</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>miLabel to control mib_amb_occlusion</title>
		<link>http://www.sigillarium.com/blog/lang/en/260</link>
		<comments>http://www.sigillarium.com/blog/lang/en/260#comments</comments>
		<pubDate>Sat, 06 Jun 2009 19:24:05 +0000</pubDate>
		<dc:creator>Sagroth</dc:creator>
				<category><![CDATA[Render]]></category>
		<category><![CDATA[id_inclexcl]]></category>
		<category><![CDATA[id_nonself]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[mib_amb_occlusion]]></category>
		<category><![CDATA[miLabel]]></category>
		<category><![CDATA[occlusion]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[shadow]]></category>

		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=260</guid>
		<description><![CDATA[There&#8217;re two ugly but useful attributes in mib_amb_occlusion &#8211; id_inclexcl and id_nonself. Along with custom miLabel attribute they can define which objects can occlude, which ones can&#8217;t and whether objects self-occlude or not. Key thing to understand here &#8211; it is question of just an ability to occlude, not of ability to receive occlusion. It [...]]]></description>
		<wfw:commentRss>http://www.sigillarium.com/blog/lang/en/260/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<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>
		<wfw:commentRss>http://www.sigillarium.com/blog/lang/en/228/feed</wfw:commentRss>
		<slash:comments>6</slash:comments>
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