<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Sigillarium &#187; perfomance</title>
	<atom:link href="http://www.sigillarium.com/blog/lang/en/tag/perfomance/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.sigillarium.com/blog</link>
	<description>CG Blog</description>
	<lastBuildDate>Wed, 23 Feb 2011 13:05:14 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
<xhtml:meta xmlns:xhtml="http://www.w3.org/1999/xhtml" name="robots" content="noindex" />
		<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>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>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>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>
		</item>
	</channel>
</rss>

