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	<title>Sigillarium &#187; texture</title>
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	<link>http://www.sigillarium.com/blog</link>
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		<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>
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		<slash:comments>10</slash:comments>
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		<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>
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		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>seamExpander &#8211; Texture seams suppresion</title>
		<link>http://www.sigillarium.com/blog/lang/en/1056</link>
		<comments>http://www.sigillarium.com/blog/lang/en/1056#comments</comments>
		<pubDate>Fri, 05 Jan 2007 12:25:26 +0000</pubDate>
		<dc:creator>Sagroth</dc:creator>
				<category><![CDATA[Texturing]]></category>
		<category><![CDATA[photoshop]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[seam]]></category>
		<category><![CDATA[seamExpander]]></category>
		<category><![CDATA[texture]]></category>
		<category><![CDATA[tool]]></category>
		<category><![CDATA[utility]]></category>

		<guid isPermaLink="false">http://www.sigillarium.com/blog/?p=1056</guid>
		<description><![CDATA[Type: Photoshop Java Script (jsx) Name: seamExpander Version: 1.0 Released: 2007.01.05 Download Target of this script is to create a quick automatic expansion of texture contours in order to eliminate problems with seams. For example, zBrush can create a texture with artifacts on seams (mainly at skewed mapping border edges) and there will be black [...]]]></description>
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		<slash:comments>0</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>
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		<slash:comments>0</slash:comments>
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		<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>
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