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	<title>djx blog &#187; tutorials</title>
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	<link>http://www.djx.com.au/blog</link>
	<description>more serious than before (in a good way)</description>
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		<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>poseDeformer walk-through</title>
		<link>http://www.djx.com.au/blog/2009/10/02/posedeformer-walk-through/</link>
		<comments>http://www.djx.com.au/blog/2009/10/02/posedeformer-walk-through/#comments</comments>
		<pubDate>Thu, 01 Oct 2009 15:40:41 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[animation]]></category>
		<category><![CDATA[mel script]]></category>
		<category><![CDATA[tutorials]]></category>

		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=234</guid>
		<description><![CDATA[I was asked to write a simple getting started guide for using Michael Comet's poseDeformer, so here it is. 
Intro
The poseDeformer is an open source plugin for Maya,  that was written by Michael Comet. It works a bit like blendshapes where the amount of deforming depends on the pose. It is commonly used to correct [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2009/10/02/posedeformer-walk-through/feed/</wfw:commentRss>
		<slash:comments>2</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>single axis aim constraints</title>
		<link>http://www.djx.com.au/blog/2008/12/09/single-axis-aim-constraints/</link>
		<comments>http://www.djx.com.au/blog/2008/12/09/single-axis-aim-constraints/#comments</comments>
		<pubDate>Mon, 08 Dec 2008 13:46:58 +0000</pubDate>
		<dc:creator>david</dc:creator>
				<category><![CDATA[tutorials]]></category>

		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=119</guid>
		<description><![CDATA[You can use an aim constraint to make one object face another, but what if you also want that object to only pivot around a single axis. An example of when you might want this behavior is a candle flame made of a simple texture mapped plane. To create the illusion of a 3d flame [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2008/12/09/single-axis-aim-constraints/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>mip_binaryproxy</title>
		<link>http://www.djx.com.au/blog/2008/10/30/mip_binaryproxy/</link>
		<comments>http://www.djx.com.au/blog/2008/10/30/mip_binaryproxy/#comments</comments>
		<pubDate>Wed, 29 Oct 2008 13:09:02 +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=115</guid>
		<description><![CDATA[I was looking through the "Whats New" section of the maya 2009 manual and read this about Render Proxies
Use render proxies with mental                               ray rendering [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2008/10/30/mip_binaryproxy/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
		</item>
		<item>
		<title>linear workflow and gamma update</title>
		<link>http://www.djx.com.au/blog/2008/10/06/linear-workflow-and-gamma-update/</link>
		<comments>http://www.djx.com.au/blog/2008/10/06/linear-workflow-and-gamma-update/#comments</comments>
		<pubDate>Mon, 06 Oct 2008 13:12:43 +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=101</guid>
		<description><![CDATA[Last month I wrote about how I implement a linear workflow in my work. Since then I have noticed that in at least one area I'm doing it differently to many others - and now I know why they are right and I was wrong.
It boils down to this: I've been leaving my frameBuffer gamma [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2008/10/06/linear-workflow-and-gamma-update/feed/</wfw:commentRss>
		<slash:comments>29</slash:comments>
		</item>
		<item>
		<title>mib_continue and mip_rayswitch</title>
		<link>http://www.djx.com.au/blog/2008/09/11/mib_continue-and-mip_rayswitch/</link>
		<comments>http://www.djx.com.au/blog/2008/09/11/mib_continue-and-mip_rayswitch/#comments</comments>
		<pubDate>Wed, 10 Sep 2008 15:01:33 +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=98</guid>
		<description><![CDATA[I read a thread on cgTalk, which was started by Filip Orrby, in which he asked "How to make object not block FG rays?". He went on to answer his own question and since it is similar to a technique I use, I decided to elaborate.
I'm going to write about a shader and lighting setup [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2008/09/11/mib_continue-and-mip_rayswitch/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
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