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	<title>Sigillarium &#187; pass</title>
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		<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>
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		<slash:comments>3</slash:comments>
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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>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[surfaceShader]]></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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		<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>
		<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>
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		<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>
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		<slash:comments>0</slash:comments>
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