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	<title>djx blog &#187; rendering</title>
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	<link>http://www.djx.com.au/blog</link>
	<description>more serious than before (in a good way)</description>
	<lastBuildDate>Sun, 18 Jul 2010 05:03:56 +0000</lastBuildDate>
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		<title>More stuff about Linear Workflow</title>
		<link>http://www.djx.com.au/blog/2010/07/18/more-stuff-about-linear-workflow/</link>
		<comments>http://www.djx.com.au/blog/2010/07/18/more-stuff-about-linear-workflow/#comments</comments>
		<pubDate>Sun, 18 Jul 2010 05:00:57 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[mentalray]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[2010]]></category>
		<category><![CDATA[gamma]]></category>
		<category><![CDATA[linear]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[sRGB]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=332</guid>
		<description><![CDATA[Earlier this year I wrote my two step guide to Linear Workflow. Since then I have received a lot of email about it. It's a tricky one to explain in simple terms. I did my best to narrow down my description to cover the basic concepts. Some people got it. But I can tell from [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2010/07/18/more-stuff-about-linear-workflow/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>how to add bump map to car paint phen</title>
		<link>http://www.djx.com.au/blog/2010/03/12/how-to-add-bump-map-to-car-paint-phen/</link>
		<comments>http://www.djx.com.au/blog/2010/03/12/how-to-add-bump-map-to-car-paint-phen/#comments</comments>
		<pubDate>Fri, 12 Mar 2010 11:05:51 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[mentalray]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[tutorials]]></category>
		<category><![CDATA[bump map]]></category>
		<category><![CDATA[bumpCombiner]]></category>
		<category><![CDATA[car paint]]></category>
		<category><![CDATA[mi_car_paint_phen_x]]></category>

		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=296</guid>
		<description><![CDATA[Here's a simple method you can use to add a bump map to the mi_car_paint_phen_x material without using custom shaders or complicated shading networks.

You connect bump maps to the material but the renderer is doing some sneaky stuff at the shading group level and we can use that knowledge to add bump maps to materials [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2010/03/12/how-to-add-bump-map-to-car-paint-phen/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Maya Linear Workflow In Two Steps</title>
		<link>http://www.djx.com.au/blog/2010/03/07/maya-linear-workflow-in-two-steps/</link>
		<comments>http://www.djx.com.au/blog/2010/03/07/maya-linear-workflow-in-two-steps/#comments</comments>
		<pubDate>Sun, 07 Mar 2010 12:07:32 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[mentalray]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[tutorials]]></category>
		<category><![CDATA[fileTexture]]></category>
		<category><![CDATA[gamma]]></category>
		<category><![CDATA[linear]]></category>
		<category><![CDATA[map]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=289</guid>
		<description><![CDATA[If the emails I get are any indication, then I'd say there is a fair amount of confusion around the subject of linear workflow in mentalray for maya. And over the past few years in my search for answers I have contributed my share of half truths and misinformation to the discussion. So, in the [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2010/03/07/maya-linear-workflow-in-two-steps/feed/</wfw:commentRss>
		<slash:comments>12</slash:comments>
		</item>
		<item>
		<title>frame by frame command line rendering</title>
		<link>http://www.djx.com.au/blog/2010/02/17/frame-by-frame-command-line-rendering/</link>
		<comments>http://www.djx.com.au/blog/2010/02/17/frame-by-frame-command-line-rendering/#comments</comments>
		<pubDate>Wed, 17 Feb 2010 08:56:49 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[mentalray]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[tutorials]]></category>
		<category><![CDATA[batch]]></category>
		<category><![CDATA[command]]></category>
		<category><![CDATA[dos]]></category>
		<category><![CDATA[line]]></category>
		<category><![CDATA[loop]]></category>
		<category><![CDATA[prompt]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[renderbatch]]></category>

		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=278</guid>
		<description><![CDATA[If you don't have access to a render manager, or even if you do, you might want to render from the command line one frame at a time. There are a few reasons why you may want to do this. Sometimes maya does not get to the end of a long batch render due to [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2010/02/17/frame-by-frame-command-line-rendering/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>p_HairTK with p_shader_replacer update</title>
		<link>http://www.djx.com.au/blog/2009/11/03/p_hairtk-with-p_shader_replacer-update/</link>
		<comments>http://www.djx.com.au/blog/2009/11/03/p_hairtk-with-p_shader_replacer-update/#comments</comments>
		<pubDate>Tue, 03 Nov 2009 11:41:51 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[mentalray]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[fur]]></category>
		<category><![CDATA[puppet]]></category>
		<category><![CDATA[p_HairTK]]></category>
		<category><![CDATA[p_shader_replacer]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=253</guid>
		<description><![CDATA[A few months back I wrote about using puppet's p_shader_replacer to override maya's fur shading with the p_HairTK shader. I discovered a strange anomaly that I thought would be worth a mention. But for the rest of this post to make sense you need to know how the p_shader_replacer works. If you don't, have a [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2009/11/03/p_hairtk-with-p_shader_replacer-update/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>maya 2010 mia_material_x bump bug fix</title>
		<link>http://www.djx.com.au/blog/2009/10/15/maya-2010-mia_material_x-bump-bug-fix/</link>
		<comments>http://www.djx.com.au/blog/2009/10/15/maya-2010-mia_material_x-bump-bug-fix/#comments</comments>
		<pubDate>Thu, 15 Oct 2009 12:05:04 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[dj mod]]></category>
		<category><![CDATA[mel script]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[2010]]></category>
		<category><![CDATA[bug]]></category>
		<category><![CDATA[bump]]></category>
		<category><![CDATA[fix]]></category>
		<category><![CDATA[map]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[problem]]></category>

		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=239</guid>
		<description><![CDATA[In maya 2010, if you connect a bump map to a mia_material_x shader and later change your mind and delete the bump map or break the connection, the shader will no longer render as you expect and the hypershade swatch will turn black.
If you use the channel box to  inspect the mia_material_x attributes you will [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2009/10/15/maya-2010-mia_material_x-bump-bug-fix/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>djFileSwitchRamp.mel &amp; djPopulateSingleSwitch.mel</title>
		<link>http://www.djx.com.au/blog/2009/06/07/djfileswitchrampmel-djpopulatesingleswitchmel/</link>
		<comments>http://www.djx.com.au/blog/2009/06/07/djfileswitchrampmel-djpopulatesingleswitchmel/#comments</comments>
		<pubDate>Sun, 07 Jun 2009 08:51:44 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[mel script]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[fileTexture]]></category>
		<category><![CDATA[ramp]]></category>
		<category><![CDATA[singleShadingSwitch]]></category>

		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=150</guid>
		<description><![CDATA[I wrote these two scripts for a job I did recently where I needed an efficient way of dynamically assigning many different fileTextures to large numbers of objects.
By "dynamically assigning" I mean that the texture assignment needed to be animateable. Initially I thought of assembling my images into a numbered file sequence and manually keyframing [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2009/06/07/djfileswitchrampmel-djpopulatesingleswitchmel/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>p_HairTK, p_HairTK_shadow, p_shader_replacer</title>
		<link>http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/</link>
		<comments>http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/#comments</comments>
		<pubDate>Mon, 13 Apr 2009 14:04:31 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[mentalray]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[tutorials]]></category>
		<category><![CDATA[p_HairTK]]></category>
		<category><![CDATA[p_shader_replacer]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=143</guid>
		<description><![CDATA[
These 3 custom mentalray shaders are part of an extensive shader collection written by Pavel Ledin (aka puppet). In this post I will show how you can use a geometry shader, p_shader_replacer, to assign the p_HairTK shader to maya fur when using mentalray with fur mode set to hair primitives. Doing this gives you much [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/feed/</wfw:commentRss>
		<slash:comments>19</slash:comments>
		</item>
		<item>
		<title>p_color_plus_alpha</title>
		<link>http://www.djx.com.au/blog/2009/03/30/p_color_plus_alpha/</link>
		<comments>http://www.djx.com.au/blog/2009/03/30/p_color_plus_alpha/#comments</comments>
		<pubDate>Sun, 29 Mar 2009 13:40:54 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[mentalray]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[tutorials]]></category>

		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=137</guid>
		<description><![CDATA[Most of the time its ok to mix maya base shaders with mentalray shaders in the same shader network but sometimes things don't work as you would hope. An example of this is when you layer something like a blinn and a mia_material_x using mib_color_mix. At first glance the render looks correct, but you will [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2009/03/30/p_color_plus_alpha/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>miFinalGatherHide</title>
		<link>http://www.djx.com.au/blog/2009/03/04/mifinalgatherhide/</link>
		<comments>http://www.djx.com.au/blog/2009/03/04/mifinalgatherhide/#comments</comments>
		<pubDate>Tue, 03 Mar 2009 13:06:06 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[mel script]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[rendering]]></category>

		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=130</guid>
		<description><![CDATA[About 6 months ago I wrote about using mib_continue and mip_rayswitch to stop a surface blocking final gather rays. I used this technique regularly yet often wished there was an easier way to do the same thing - and there is!
Alessandro Prodan posted a solution on cgtalk that uses a new attribute called miFinalGatherHide to [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2009/03/04/mifinalgatherhide/feed/</wfw:commentRss>
		<slash:comments>13</slash:comments>
		</item>
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