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	<title>Sigillarium &#187; p_megaTK</title>
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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>
		<category><![CDATA[st]]></category>
		<category><![CDATA[surfaceShader]]></category>
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		<category><![CDATA[tt]]></category>
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		<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 It&#8217;s partially outdated, but still contains interesting info.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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		<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>

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		<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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