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	<title>Sigillarium &#187; mentalray</title>
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	<link>http://www.sigillarium.com/blog</link>
	<description>CG Blog</description>
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		<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>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>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>
		<wfw:commentRss>http://www.sigillarium.com/blog/lang/en/175/feed</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<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>
		<wfw:commentRss>http://www.sigillarium.com/blog/lang/en/453/feed</wfw:commentRss>
		<slash:comments>0</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>
		<wfw:commentRss>http://www.sigillarium.com/blog/lang/en/379/feed</wfw:commentRss>
		<slash:comments>16</slash:comments>
		</item>
		<item>
		<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>
		<category><![CDATA[mib_texture_remap]]></category>
		<category><![CDATA[mib_texture_vector]]></category>
		<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>
		<wfw:commentRss>http://www.sigillarium.com/blog/lang/en/651/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>MultiPass Rendering Skin Layers</title>
		<link>http://www.sigillarium.com/blog/lang/en/640</link>
		<comments>http://www.sigillarium.com/blog/lang/en/640#comments</comments>
		<pubDate>Sun, 02 Oct 2005 22:50:55 +0000</pubDate>
		<dc:creator>Sagroth</dc:creator>
				<category><![CDATA[Compositing]]></category>
		<category><![CDATA[Render]]></category>
		<category><![CDATA[ctrl_buffers]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[misss_fast_shader]]></category>
		<category><![CDATA[misss_fast_skin]]></category>
		<category><![CDATA[misss_lambert_gamma]]></category>
		<category><![CDATA[misss_set_normal]]></category>
		<category><![CDATA[misss_skin_specular]]></category>
		<category><![CDATA[pass]]></category>
		<category><![CDATA[perfomance]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[shake]]></category>

		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=640</guid>
		<description><![CDATA[Videotutorial from the end of 2005. It explains breaking misss_fast_skin shader into passes via ctrl_buffers, optimization of render time by replacing it with base shaders it actually consists of, and compositing of the resulted passes. There&#8217;s no sound in this videotutorial &#8211; play something dynamic to taste On vimeo you can watch this video in [...]]]></description>
		<wfw:commentRss>http://www.sigillarium.com/blog/lang/en/640/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
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