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	<title>djx blog</title>
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	<link>http://www.djx.com.au/blog</link>
	<description>making sense is mostly overrated</description>
	<pubDate>Wed, 29 Oct 2008 13:15:48 +0000</pubDate>
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		<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>
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		<item>
		<title>mip_gamma_gain and mentalRaySwatchGen</title>
		<link>http://www.djx.com.au/blog/2008/10/22/mip_gamma_gain-and-mentalrayswatchgen/</link>
		<comments>http://www.djx.com.au/blog/2008/10/22/mip_gamma_gain-and-mentalrayswatchgen/#comments</comments>
		<pubDate>Wed, 22 Oct 2008 12:32:01 +0000</pubDate>
		<dc:creator>david</dc:creator>
		
		<category><![CDATA[dj mod]]></category>

		<category><![CDATA[mentalray]]></category>

		<category><![CDATA[rendering]]></category>

		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=108</guid>
		<description><![CDATA[Using a linear workflow always requires some gamma correction somewhere. If its within a maya shader network then you have some choices. The most obvious is maya's standard gammaCorrect node.

If you have maya2008 or 2009 then there is also mentalray's mip_gamma_gain node (which is hidden by default, but is easy to expose).

These two nodes perform [...]]]></description>
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		<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>
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		<item>
		<title>linear workflow and gamma</title>
		<link>http://www.djx.com.au/blog/2008/09/13/linear-workflow-and-gamma/</link>
		<comments>http://www.djx.com.au/blog/2008/09/13/linear-workflow-and-gamma/#comments</comments>
		<pubDate>Sat, 13 Sep 2008 10:53:14 +0000</pubDate>
		<dc:creator>david</dc:creator>
		
		<category><![CDATA[mentalray]]></category>

		<category><![CDATA[opinions]]></category>

		<category><![CDATA[rendering]]></category>

		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=99</guid>
		<description><![CDATA[I'm going to start by saying that I do not consider myself and expert on this subject, but I'm going to write about how I have adapted my methods to deal with the "linear workflow" thing in my day-to-day work.
If you have never heard the term "linear workflow" then you must have been really busy [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2008/09/13/linear-workflow-and-gamma/feed/</wfw:commentRss>
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		<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>
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		<item>
		<title>particleSamplerInfo update</title>
		<link>http://www.djx.com.au/blog/2008/07/21/particlesamplerinfo-update/</link>
		<comments>http://www.djx.com.au/blog/2008/07/21/particlesamplerinfo-update/#comments</comments>
		<pubDate>Mon, 21 Jul 2008 13:02:32 +0000</pubDate>
		<dc:creator>david</dc:creator>
		
		<category><![CDATA[mentalray]]></category>

		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=97</guid>
		<description><![CDATA[I added some more screen shots to yesterday's post as well as an example scene file download. If you had problems with the mp4 movie there is now also a link to a sorenson3 version. If you are on vista 64 then the embeded movie wont have any controls (due to a quicktime limitation) but [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2008/07/21/particlesamplerinfo-update/feed/</wfw:commentRss>
		</item>
		<item>
		<title>particleSamplerInfo smoke</title>
		<link>http://www.djx.com.au/blog/2008/07/21/particlesamplerinfo-smoke/</link>
		<comments>http://www.djx.com.au/blog/2008/07/21/particlesamplerinfo-smoke/#comments</comments>
		<pubDate>Sun, 20 Jul 2008 15:26:27 +0000</pubDate>
		<dc:creator>david</dc:creator>
		
		<category><![CDATA[mentalray]]></category>

		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=96</guid>
		<description><![CDATA[In the past few years I have often been asked to create smoke for a variety of different visual effects. There are many ways to do it in maya using particles or fluids so I choose one that suits the job. Last week I needed to use particles and that led me to an interesting [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2008/07/21/particlesamplerinfo-smoke/feed/</wfw:commentRss>
<enclosure url="http://www.djx.com.au/blog/wp-content/images/particleSamplerInfo/comparePSI_DJ001.mp4" length="132080" type="video/mp4" />
<enclosure url="http://www.djx.com.au/blog/wp-content/images/particleSamplerInfo/comparePSI_DJ001_SOR.mov" length="918946" type="video/quicktime" />
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		<item>
		<title>djParentShape.mel</title>
		<link>http://www.djx.com.au/blog/2008/07/06/djparentshapemel/</link>
		<comments>http://www.djx.com.au/blog/2008/07/06/djparentshapemel/#comments</comments>
		<pubDate>Sun, 06 Jul 2008 13:18:44 +0000</pubDate>
		<dc:creator>david</dc:creator>
		
		<category><![CDATA[animation]]></category>

		<category><![CDATA[mel script]]></category>

		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=95</guid>
		<description><![CDATA[I've been doing a fair amount of rigging where I use joints and empty groups as controllers. I try to minimize the need for going to the outliner to select things by adding shapeNodes to these controllers so that they can be selected directly in the viewport.
To parent a shapeNode to a different transform you [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2008/07/06/djparentshapemel/feed/</wfw:commentRss>
		</item>
		<item>
		<title>toggle hypershade thumbnail updates</title>
		<link>http://www.djx.com.au/blog/2008/07/04/toggle-hypershade-thumbnail-updates/</link>
		<comments>http://www.djx.com.au/blog/2008/07/04/toggle-hypershade-thumbnail-updates/#comments</comments>
		<pubDate>Thu, 03 Jul 2008 15:01:40 +0000</pubDate>
		<dc:creator>david</dc:creator>
		
		<category><![CDATA[dj mod]]></category>

		<category><![CDATA[mel script]]></category>

		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=94</guid>
		<description><![CDATA[A few weeks ago I saw this thread on cgtalk where Matt Estela offered a workaround for the slowness that we experience when using the hypershade when complex shaders or shaders with large file textures are involved. The update lag seems worse if some of the new mia shaders are involved. Matt's workaround is to [...]]]></description>
		<wfw:commentRss>http://www.djx.com.au/blog/2008/07/04/toggle-hypershade-thumbnail-updates/feed/</wfw:commentRss>
		</item>
		<item>
		<title>tips for rendering maya fur with mentalray</title>
		<link>http://www.djx.com.au/blog/2008/06/29/tips-for-rendering-maya-fur-with-mentalray/</link>
		<comments>http://www.djx.com.au/blog/2008/06/29/tips-for-rendering-maya-fur-with-mentalray/#comments</comments>
		<pubDate>Sun, 29 Jun 2008 13:52:23 +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=93</guid>
		<description><![CDATA[I've been working on a project involving the use of maya fur. It's the first time I have rendered fur using the mentalray renderer, so there was much to learn. One of the difficulties I encountered was dealing with the illumination of near-white colored fur (like a polar bear). In the past, using maya's native [...]]]></description>
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