<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-2119102662356425520</id><updated>2012-01-29T07:34:10.709-05:00</updated><category term='rendering'/><category term='Max'/><category term='interior'/><category term='Anima'/><category term='renderLayers'/><category term='jazz'/><category term='lighting'/><category term='DMC'/><category term='material'/><category term='photo studio'/><category term='FG'/><category term='tutorial'/><category term='music'/><category term='linear work flow'/><category term='Maya'/><category term='settings'/><category term='area light'/><category term='brokenmusicbox'/><category term='shadows'/><category term='album'/><category term='rt'/><category term='blocking'/><category term='Maya 2008'/><category term='GI'/><category term='mental ray'/><category term='vray'/><category term='render'/><category term='matte'/><category term='framebuffer'/><category term='gamma'/><category term='matteShadows'/><category term='layers'/><category term='32-bit'/><category term='raytracing'/><category term='viewports'/><category term='exposure'/><category term='Liza'/><category term='MR'/><category term='Arnold'/><category term='float'/><category term='training'/><category term='sampling'/><category term='3dsmax'/><category term='slik'/><category term='kia'/><category term='car'/><category term='Lee'/><title type='text'>3dLight</title><subtitle type='html'>A Virtual Lighting Blog, generally revolving around GI rendering and Maya</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>39</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-5993442739018264168</id><published>2011-01-30T20:32:00.001-05:00</published><updated>2011-01-30T20:33:29.409-05:00</updated><title type='text'>Vray for Maya: Workflow and Render Elements</title><content type='html'>This video breaks down some importnat concepts in general vray scene workflow, and also focuses on creating Render Elements to augment your renders in post.&lt;br /&gt;&lt;br /&gt;&lt;iframe title="YouTube video player" class="youtube-player" type="text/html" width="640" height="390" src="http://www.youtube.com/embed/xZNTUPDSPEo" frameborder="0"&gt;&lt;/iframe&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-5993442739018264168?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/5993442739018264168/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=5993442739018264168' title='10 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/5993442739018264168'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/5993442739018264168'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2011/01/vray-for-maya-workflow-and-render.html' title='Vray for Maya: Workflow and Render Elements'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://img.youtube.com/vi/xZNTUPDSPEo/default.jpg' height='72' width='72'/><thr:total>10</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-3272367176307057796</id><published>2011-01-30T20:30:00.001-05:00</published><updated>2011-01-30T20:30:36.439-05:00</updated><title type='text'>Vray for Maya: Lights - Part2</title><content type='html'>And here is part 2.&lt;br /&gt;&lt;br /&gt;&lt;iframe title="YouTube video player" class="youtube-player" type="text/html" width="640" height="390" src="http://www.youtube.com/embed/mHWfK9-gwLc" frameborder="0"&gt;&lt;/iframe&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-3272367176307057796?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/3272367176307057796/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=3272367176307057796' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/3272367176307057796'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/3272367176307057796'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2011/01/vray-for-maya-lights-part2.html' title='Vray for Maya: Lights - Part2'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://img.youtube.com/vi/mHWfK9-gwLc/default.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-4256237119727566976</id><published>2011-01-30T20:28:00.002-05:00</published><updated>2011-01-30T20:29:14.080-05:00</updated><title type='text'>Vray for Maya: Lights - Part1</title><content type='html'>I seem to have forgotten to update my blog with new vids for too long... here we go.&lt;br /&gt;&lt;br /&gt;Vray for Maya:  Lights - Part1&lt;br /&gt;&lt;br /&gt;&lt;iframe title="YouTube video player" class="youtube-player" type="text/html" width="640" height="390" src="http://www.youtube.com/embed/VpMsw4nNVKI" frameborder="0"&gt;&lt;/iframe&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-4256237119727566976?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/4256237119727566976/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=4256237119727566976' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/4256237119727566976'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/4256237119727566976'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2011/01/vray-for-maya-lights-part1.html' title='Vray for Maya: Lights - Part1'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://img.youtube.com/vi/VpMsw4nNVKI/default.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-5847842356617684899</id><published>2010-11-07T14:07:00.002-05:00</published><updated>2010-11-07T14:09:39.463-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='vray'/><category scheme='http://www.blogger.com/atom/ns#' term='rendering'/><category scheme='http://www.blogger.com/atom/ns#' term='raytracing'/><category scheme='http://www.blogger.com/atom/ns#' term='training'/><category scheme='http://www.blogger.com/atom/ns#' term='tutorial'/><category scheme='http://www.blogger.com/atom/ns#' term='rt'/><category scheme='http://www.blogger.com/atom/ns#' term='Maya'/><category scheme='http://www.blogger.com/atom/ns#' term='material'/><title type='text'>Vray For Maya: Vray Material Part 2</title><content type='html'>Here's the 2nd part on the vray material.  It covers the refractive portions of the material, some extra bits, and the very simple, blend material.&lt;br /&gt;&lt;br /&gt;&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/m2SDgt5nke0?fs=1&amp;amp;hl=en_US&amp;amp;hd=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/m2SDgt5nke0?fs=1&amp;amp;hl=en_US&amp;amp;hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-5847842356617684899?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/5847842356617684899/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=5847842356617684899' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/5847842356617684899'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/5847842356617684899'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2010/11/vray-for-maya-vray-material-part-2.html' title='Vray For Maya: Vray Material Part 2'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-5074033215309582775</id><published>2010-11-04T15:18:00.002-04:00</published><updated>2010-11-04T15:22:25.654-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='vray'/><category scheme='http://www.blogger.com/atom/ns#' term='raytracing'/><category scheme='http://www.blogger.com/atom/ns#' term='training'/><category scheme='http://www.blogger.com/atom/ns#' term='tutorial'/><category scheme='http://www.blogger.com/atom/ns#' term='Maya'/><title type='text'></title><content type='html'>Posted the next video in the Vray for Maya training series.  This one is on the basics of the Vray Material.  It had to be broken into 2 parts, so the next one touches on the Blend material, and finishes the Vray Material.  Sorry to have it messy like that, but I record, and don't track my time very well;)&lt;br /&gt;&lt;br /&gt;&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/WaW1hm8fgd4?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/WaW1hm8fgd4?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-5074033215309582775?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/5074033215309582775/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=5074033215309582775' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/5074033215309582775'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/5074033215309582775'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2010/11/posted-next-video-in-vray-for-maya.html' title=''/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-412904409400701450</id><published>2010-10-26T12:21:00.001-04:00</published><updated>2010-10-26T12:23:25.275-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='vray'/><category scheme='http://www.blogger.com/atom/ns#' term='framebuffer'/><category scheme='http://www.blogger.com/atom/ns#' term='raytracing'/><category scheme='http://www.blogger.com/atom/ns#' term='training'/><category scheme='http://www.blogger.com/atom/ns#' term='tutorial'/><category scheme='http://www.blogger.com/atom/ns#' term='Maya'/><title type='text'>Vray for Maya: Vray Frame Buffer</title><content type='html'>This video goes over how to use the Vray Framebuffer, and its integration into Maya.  Hopefully it helps your (linear) workflow.&lt;br /&gt;&lt;br /&gt;&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/bKpTs2qoLqE?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/bKpTs2qoLqE?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-412904409400701450?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/412904409400701450/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=412904409400701450' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/412904409400701450'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/412904409400701450'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2010/10/vray-for-maya-vray-frame-buffer.html' title='Vray for Maya: Vray Frame Buffer'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-8007795343962609464</id><published>2010-10-26T12:16:00.002-04:00</published><updated>2010-10-26T12:20:54.357-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='vray'/><category scheme='http://www.blogger.com/atom/ns#' term='settings'/><category scheme='http://www.blogger.com/atom/ns#' term='raytracing'/><category scheme='http://www.blogger.com/atom/ns#' term='training'/><category scheme='http://www.blogger.com/atom/ns#' term='tutorial'/><category scheme='http://www.blogger.com/atom/ns#' term='Maya'/><title type='text'>Vray For Maya: Nederhorst Settings</title><content type='html'>This video gets you up-and-running with some production-proven render settings originally outlined by Robert Nederhorst.  Thanks to him, and the Chaos Group team, we have some really useful and simple ways to render complex scenes.  It may look a bit tricky at first to set it up, but by all means, save it a preset.  I use a preset and apply it at the start of my scene, then set the vray common attribs afterward.  You can also text edit the preset, and comment out all the bits that modify the common tab.&lt;br /&gt;&lt;br /&gt;&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/ZURdN48My9I?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/ZURdN48My9I?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-8007795343962609464?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/8007795343962609464/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=8007795343962609464' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/8007795343962609464'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/8007795343962609464'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2010/10/vray-for-maya-nederhorst-settings.html' title='Vray For Maya: Nederhorst Settings'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-5278583092950866043</id><published>2010-10-14T20:54:00.003-04:00</published><updated>2010-10-14T21:09:07.560-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='vray'/><category scheme='http://www.blogger.com/atom/ns#' term='mental ray'/><category scheme='http://www.blogger.com/atom/ns#' term='raytracing'/><category scheme='http://www.blogger.com/atom/ns#' term='tutorial'/><category scheme='http://www.blogger.com/atom/ns#' term='Maya'/><title type='text'>Vray Training Videos</title><content type='html'>I thought I'd take a bit of time, and record some videos to introduce folks to Vray for Maya.  This is mostly geared toward people already familiar with rendering with raytracers (like Mental Ray).  It won't go over very basic concepts, but it will introduce vray in such a way, as to get you producing nice images with it quickly.  It was initially thought of as internal training videos for my company.  We get a lot of freelancers in that have experience with MR, but not with Vray.  So I often spend time with them going over the same stuff over and over.  So this will help everyone!&lt;br /&gt;&lt;br /&gt;So far, only the first few are up on my &lt;a href="http://www.youtube.com/user/aweidenhammer?feature=mhum"&gt;youtube&lt;/a&gt; channel.  The introduction in 2 parts, and an overview of "Nederhorst Settings" which are solid, easy-to-use and production-proven settings.  I plan to add more soon.  Next ones should be, the Vray Framebuffer, Materials, and Lights.&lt;br /&gt;&lt;br /&gt;Intro Part 1&lt;br /&gt;&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/FzPtT7wM1Gg?fs=1&amp;amp;hl=en_US&amp;amp;hd=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/FzPtT7wM1Gg?fs=1&amp;amp;hl=en_US&amp;amp;hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Intro Part 2&lt;br /&gt;&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/GWY9kAOuhsA?fs=1&amp;amp;hl=en_US&amp;amp;hd=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/GWY9kAOuhsA?fs=1&amp;amp;hl=en_US&amp;amp;hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-5278583092950866043?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/5278583092950866043/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=5278583092950866043' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/5278583092950866043'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/5278583092950866043'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2010/10/vray-training-videos.html' title='Vray Training Videos'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-7447937359892432932</id><published>2010-08-31T16:36:00.004-04:00</published><updated>2010-08-31T16:45:32.545-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Arnold'/><category scheme='http://www.blogger.com/atom/ns#' term='raytracing'/><title type='text'>Arnold, My Old Friend</title><content type='html'>Marcos, the creator of the Arnold renderer in use at Sony Pictures Imageworks was recently &lt;a href="http://tog.acm.org/resources/RTNews/html/rtnv23n1.html#art3"&gt;interviewed&lt;/a&gt;.  Fun read.  In an email conversation with him, he pointed out some recent papers he was directly and indirectly involved with.  They too are worth reading if you are into raytracing.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://renderwonk.com/publications/s2010-shading-course/martinez/s2010_course_notes.pdf"&gt;Physically-Based Shading and Lighting at SPI&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.graphics.cornell.edu/%7Ejaroslav/gicourse2010/index.htm"&gt;Siggraph 2010: Course on Global Illumination&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;And for added fun, &lt;a href="http://www.3dluvr.com/marcosss/morearni/"&gt;here&lt;/a&gt; are some wayback renders done in the early versions of Arnold for 3dsmax.  Some of which I did;)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-7447937359892432932?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/7447937359892432932/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=7447937359892432932' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/7447937359892432932'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/7447937359892432932'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2010/08/arnold-my-old-friend.html' title='Arnold, My Old Friend'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-2420038831458507014</id><published>2010-08-31T15:54:00.003-04:00</published><updated>2010-08-31T16:32:31.567-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='vray'/><category scheme='http://www.blogger.com/atom/ns#' term='mental ray'/><category scheme='http://www.blogger.com/atom/ns#' term='Maya'/><title type='text'>Vray vs. Mental Ray</title><content type='html'>I have gotten some requests to expand on my transition to Vray so I'll take an opportunity to do so.&lt;br /&gt;&lt;br /&gt;What sold me on Vray during early tests was its general speed at handling GI renders.  Without getting into specific benchmarks, it was pretty clear to me that Vray had a substantial speed gain in complex GI scenes.  The other major influence was "The Nederhorst" settings, as they have come to be known around here.  These settings leverage Vray's powerful Deterministic Monte Carlo (DMC) sampler.  The general idea is to minimize the amount of settings you need to tweak to affect your render quality.  In production, as in life, simpler is better.&lt;br /&gt;&lt;br /&gt;The specifics are &lt;a href="http://www.spot3d.com/vray/help/maya/150R1/vray_for_maya_primer.pdf"&gt;here&lt;/a&gt;, but the general method is to tell Vray's sampler to be fully adaptive, so it will refine samples only in areas that need it, based on a simple contrast threshold setting.  This sped up our productions significantly, as we needed to do much less tweaking to get quality renders.&lt;br /&gt;&lt;br /&gt;This is what prompted the switch.  Since then, Vray has grown in features, and I can confidently say, that it is now better integrated into Maya than MentalRay.  It has added hair rendering, will render its own fur, fluids, particles, and has a much easier-to-use pass system.  We consistently spit out custom channels for material id, AO, Z, normals, and other custom textures, in one neat-and-tidy render.  Vray negates ever having to touch Maya's renderpass system, and makes our lives much nicer.&lt;br /&gt;&lt;br /&gt;Another benefit is in Vray's handling of "Linear Workflow."  With a click of a button, Vray will adjust all input colors/textures to any gamma you like... thus compensating for the 2.2 baked-in gamma of most textures and colors in Maya.  We really don't even think about linear workflow, as we are always in it.  Using the Vray Framebuffer, you can dynamically switch on sRGB compensation, to adjust your linear image to monitor-space for quick evaluations.  You can plug in your own LUT, you can quickly add your own curves in the framebuffer to imitate what color treatments you may apply later.  It adds linear workflow to Maya in the way it should always have been done.&lt;br /&gt;&lt;br /&gt;Another great addition is the easy-to-use distributed rendering.  We do a lot of hires print images.  5-15k.  So no GI renderer on a single machine will be speedy.  With a dedicated set of machines on a farm, you can toggle a button and harness many machines to attack a single frame.  5 k renders done in minutes, as buckets race across the screen.  While MR standalone will allow you to do this as well, you'd have to invest the extra bucks for that, and Vray is still faster and easier to set up.&lt;br /&gt;&lt;br /&gt;Lastly, VrayRT has appeared in beta form, and is now changing the way we light once again.  We have already put it in production on our latest automotive renders, with great results.  VrayRT-GPU may again change things in just a few more weeks.  We look forward to using the additional horsepower already in our towers.&lt;br /&gt;&lt;br /&gt;So, that's the sales pitch;)  Really, it has been a great ride in the last year, and I thank Chaos Group for working so hard on this product.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-2420038831458507014?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/2420038831458507014/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=2420038831458507014' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/2420038831458507014'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/2420038831458507014'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2010/08/vray-vs-mental-ray.html' title='Vray vs. Mental Ray'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-7397360321612564566</id><published>2010-05-10T11:04:00.006-04:00</published><updated>2010-05-10T11:37:49.642-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='vray'/><category scheme='http://www.blogger.com/atom/ns#' term='kia'/><category scheme='http://www.blogger.com/atom/ns#' term='interior'/><category scheme='http://www.blogger.com/atom/ns#' term='car'/><category scheme='http://www.blogger.com/atom/ns#' term='Maya'/><category scheme='http://www.blogger.com/atom/ns#' term='lighting'/><title type='text'>First Vray tests (from 1 year ago)</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_oaAarvTLAq0/S-gmzaSD5rI/AAAAAAAAAK4/K0CGzpjyjZk/s1600/kia_inerior_V03_1280.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 289px;" src="http://3.bp.blogspot.com/_oaAarvTLAq0/S-gmzaSD5rI/AAAAAAAAAK4/K0CGzpjyjZk/s400/kia_inerior_V03_1280.jpg" alt="" id="BLOGGER_PHOTO_ID_5469664412111726258" border="0" /&gt;&lt;/a&gt;So, I haven't been updating very much in the past year (sorry), but here's some new info.  As mentioned, I've switched to vray.   This was the first thing I made while testing it (around April 2009).&lt;br /&gt;&lt;br /&gt;Some things to note about this image:&lt;br /&gt;&lt;br /&gt;It is an "impossible" lighting setup in the real-world, and when we are tied up in physically accurate lighting, we need to remember that lighting direction doesn't always have to follow real-world rules.  The goal of this image was to recreate a particular composite of images where lighting was tuned for each specific part of the interior then combined in photoshop.  The overall image works, even though lighting cues/directions are all mixed up.&lt;br /&gt;&lt;br /&gt;There are about 30-40 rectAreaLights in the scene, split up into "zones" and there are lots of light exclusion/linking going on to keep one zone from affecting another zone.  Zones were broken up into seatLeft, seatRight, Steering Wheel, Side Door, Shifter, Dashboard, and Dashboard Central.  This render is just about raw from Vray, and very little has been done to it other than some retouching and minor CC.&lt;br /&gt;&lt;br /&gt;I wouldn't call it totally finished, as there are some texture problems, and could use some post love and color grading, but this served as a great test to see how our switch to vray might go.  I took about one week to produce this image, from having never used vray before.  I'd say this image has some very inefficient render settings, since I wasn't quite versed, but the quality and relatively low learning curve (from MR) convinced us to make the switch.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-7397360321612564566?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/7397360321612564566/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=7397360321612564566' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/7397360321612564566'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/7397360321612564566'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2010/05/first-vray-tests-from-1-year-ago.html' title='First Vray tests (from 1 year ago)'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_oaAarvTLAq0/S-gmzaSD5rI/AAAAAAAAAK4/K0CGzpjyjZk/s72-c/kia_inerior_V03_1280.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-4645422413094409714</id><published>2010-02-12T09:47:00.003-05:00</published><updated>2010-02-12T10:33:25.630-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='vray'/><category scheme='http://www.blogger.com/atom/ns#' term='mental ray'/><category scheme='http://www.blogger.com/atom/ns#' term='slik'/><category scheme='http://www.blogger.com/atom/ns#' term='photo studio'/><category scheme='http://www.blogger.com/atom/ns#' term='Maya'/><category scheme='http://www.blogger.com/atom/ns#' term='MR'/><category scheme='http://www.blogger.com/atom/ns#' term='lighting'/><title type='text'>SLIK Studio Lighting Tools</title><content type='html'>Here's a link: &lt;a href="http://www.luxology.com/store/SLIK/"&gt;SLIK&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Now, while this seems cool, it feels a bit overkill.  Here's what I like:&lt;br /&gt;&lt;br /&gt;- ies profiles for each light.  That is cool, and useful.&lt;br /&gt;- high detail for the illuminant surface&lt;br /&gt;- a model library of lights for when you need them.&lt;br /&gt;&lt;br /&gt;Now I'll discuss what I think is wrong.  The obvious being... that's a lot of heavy geometry for a scene where I'd prefer my heavy geo be in my product.  This seems like a way to slow down fluid production.  Friendly controls are ok, but really, how hard is it to adjust the intensity of a light in the lights attributes?  Do I really need on-screen controls for this cluttering up my workspace?&lt;br /&gt;&lt;br /&gt;Yes, I get that the end product could be a simple hdri... but why?  Why substitute the control of individual lights for an hdri when you don't have to?&lt;br /&gt;&lt;br /&gt;Here's a suggestion for an alternative.  I wish someone would produce this so I could buy it, since I don't have time to make it all myself (hint hint, wink wink).  Simply photograph lighting equipment in HDR.  Then you have an accurate image (with all the detail and folds, and tape marks, and whatever floatsYerBoat).  Place those images onto your area lights in MR/Vray and have fun.  Light (geometrically speaking), easily adjustable, no need for models beyond cards and lights.  For direct lights, ies files would be great.&lt;br /&gt;&lt;br /&gt;SLIK seems fun, but it wouldn't really help production fluidity for me, and I do a lot of product imaging.  It would be cool if you need to render the guts of a photo studio tho;)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-4645422413094409714?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/4645422413094409714/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=4645422413094409714' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/4645422413094409714'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/4645422413094409714'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2010/02/slik-studio-lighting-tools.html' title='SLIK Studio Lighting Tools'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-6716650205337080582</id><published>2009-10-05T13:42:00.002-04:00</published><updated>2009-10-05T13:47:06.723-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mental ray'/><category scheme='http://www.blogger.com/atom/ns#' term='gamma'/><category scheme='http://www.blogger.com/atom/ns#' term='float'/><category scheme='http://www.blogger.com/atom/ns#' term='linear work flow'/><category scheme='http://www.blogger.com/atom/ns#' term='MR'/><category scheme='http://www.blogger.com/atom/ns#' term='lighting'/><title type='text'>Linear Light Talk by MasterZap</title><content type='html'>As posted by Master Zap on his blog: &lt;a href="http://mentalraytips.blogspot.com/2009/09/my-appearance-on-fxguide-linear.html"&gt;here&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;He goes into some technical details of the linear-space lighting process.  There are some really good explanations for what is really going on behind the scenes, and I highly recommend a listen.  FXGuide has my utmost fandom at giving him some time to talk.  Here is a more direct link to the &lt;a href="http://www.fxguide.com/qt/1576/linear-workflow-discussion"&gt;podcast&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-6716650205337080582?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/6716650205337080582/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=6716650205337080582' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/6716650205337080582'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/6716650205337080582'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2009/10/linear-light-talk-by-masterzap.html' title='Linear Light Talk by MasterZap'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-7831183113043348003</id><published>2009-09-13T13:02:00.004-04:00</published><updated>2009-09-13T13:17:50.711-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='vray'/><category scheme='http://www.blogger.com/atom/ns#' term='DMC'/><category scheme='http://www.blogger.com/atom/ns#' term='mental ray'/><category scheme='http://www.blogger.com/atom/ns#' term='Max'/><category scheme='http://www.blogger.com/atom/ns#' term='3dsmax'/><category scheme='http://www.blogger.com/atom/ns#' term='Maya'/><title type='text'>Vray Switch</title><content type='html'>Hey folks,  I have some news.  I've been testing Vray and RT over the last few weeks.  And now that Vray for Maya is a reality, I can seriously consider switching.  While I love 3dsmax for many things, I still feel Maya is required for many tasks, and wouldn't be without it in production.  I'm getting pretty comfortable with Vray in both Max and Maya, and have to say it is a big step up from Mental Ray, which has unfortunately languished for the past few years with few useful updates.&lt;br /&gt;&lt;br /&gt;There are things I can do in Vray, that I just couldn't accomplish properly with MentalRay.  Many may argue, you can do the same quality work in MR, and short of true DOF and MB in reasonable time, I would agree.  However, the man-hours required to do the same level of work are vastly different.  Vray's unified DMC sampling (global glossy settings) and many other features I'll discuss later, make setting up complicated realistic settings very easy.  I have already done work with vray that I doubt I could have done in twice the time in MR.  saving caches, baking, importance sampling in image and area lights... the list goes on, and I have to say I wish only that I had jumped in earlier.  More soon. &lt;br /&gt;&lt;br /&gt;BTW, due to a few Russian spam comments, I've turned on posting administration.  Thus your comments may take a day to show, since I have to approve them.  But I'll generally let any post through that isn't spam.  Even if you hurl insults;)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-7831183113043348003?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/7831183113043348003/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=7831183113043348003' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/7831183113043348003'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/7831183113043348003'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2009/09/vray-switch.html' title='Vray Switch'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-2738378249489834590</id><published>2009-06-18T16:02:00.004-04:00</published><updated>2009-06-18T16:30:20.563-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mental ray'/><category scheme='http://www.blogger.com/atom/ns#' term='FG'/><category scheme='http://www.blogger.com/atom/ns#' term='Maya 2008'/><category scheme='http://www.blogger.com/atom/ns#' term='GI'/><category scheme='http://www.blogger.com/atom/ns#' term='blocking'/><category scheme='http://www.blogger.com/atom/ns#' term='lighting'/><title type='text'>Lighting Blocking</title><content type='html'>Just a quick post to remind people I still exist;)&lt;br /&gt;&lt;br /&gt;Thought I'd share a working method for lighting if it weren't already obvious to you (It probably is).  Just like animation, blocking is an important stage.  Roughing out light positions, intensities, etc. should be as fast and interactive as it can be.  When dealing with say, and interior render with GI, bounces, and such, fast seems to be an oxymoron.  It can be bearable, and even fun if you optimize your scene for it.&lt;br /&gt;&lt;br /&gt;Just like blocking an animation, you don't need every feature turned on.  While you can always tune your render settings, that's not what I'm talking about.  I leave my FG and AA at medium.  Say 75FG samples, 20 interpolation and global AA at 0 or 1 to start.  Beyond that, the biggest slowdown in a render are the shaders.  So use something very simple to block out lighting.  a light grey mia or even a lambert.  Such materials will render much faster.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_oaAarvTLAq0/SjqheGyytcI/AAAAAAAAAKc/TA5JU0Zzgvs/s1600-h/slide03.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 253px; height: 320px;" src="http://3.bp.blogspot.com/_oaAarvTLAq0/SjqheGyytcI/AAAAAAAAAKc/TA5JU0Zzgvs/s320/slide03.jpg" alt="" id="BLOGGER_PHOTO_ID_5348765046047684034" border="0" /&gt;&lt;/a&gt;My workflow is to create a lightingBlocking renderLayer with a material override to the mentioned grey material.  Start blocking lights and render iteratively, or use IPR.  Blocking lights without the interference of material color is useful in 2 ways.  First in speed as mentioned, but also to judge values and lighting ratios more easily.  Here's an example of a blocking render for a recent job.  Some clients are receptive to seeing this stage, some are not.  But if nothing else, it is helpful for you to make creative judgements.&lt;br /&gt;&lt;br /&gt;This is closer to a final blocking.  In earlier iterations the bed was too dark, as was the hall.  So a window was added to the hall, and a lamp (omni light) was placed at the bedside to fill the bed a bit.  Ulimately, one more light was placed in the hall, and minor tweaks to some settings were required once full color and materials were added.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-2738378249489834590?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/2738378249489834590/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=2738378249489834590' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/2738378249489834590'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/2738378249489834590'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2009/06/lighting-blocking.html' title='Lighting Blocking'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_oaAarvTLAq0/SjqheGyytcI/AAAAAAAAAKc/TA5JU0Zzgvs/s72-c/slide03.jpg' height='72' width='72'/><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-675885464833727521</id><published>2009-03-06T13:53:00.002-05:00</published><updated>2009-03-06T14:22:45.845-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='album'/><category scheme='http://www.blogger.com/atom/ns#' term='Liza'/><category scheme='http://www.blogger.com/atom/ns#' term='music'/><category scheme='http://www.blogger.com/atom/ns#' term='Lee'/><category scheme='http://www.blogger.com/atom/ns#' term='jazz'/><category scheme='http://www.blogger.com/atom/ns#' term='Anima'/><title type='text'>Liza Lee Music</title><content type='html'>Not that I secretly desire to sell or review music;)... but I would like to post a big kudos to my friend Liza who has released her second album, &lt;a href="http://lizaleemusic.com/live/"&gt;Anima&lt;/a&gt;.  It's a Jazz album, and let's face it, I'm not a Jazz sort of guy, but she is highly influenced by some of my old favs... Kate Bush, Tori Amos, David Bowie... so there are more melodic aspects to this album that stretch its fingers well outside what scares me about Jazz.  I'm proud of her work on this, and hope people discover her music.  She is also coming out with a more alt-pop styled album soon, so keep a look out.&lt;br /&gt;&lt;br /&gt;Nice thing about this release, is that all proceeds go to the Society for Womens' Health Research.  So buy it dammit!&lt;br /&gt;&lt;br /&gt;You can get it on &lt;a href="http://www.amazon.com/s/ref=nb_ss_dmusic?url=search-alias%3Ddigital-music&amp;amp;field-keywords=liza+lee&amp;amp;x=0&amp;amp;y=0"&gt;amazon&lt;/a&gt; and &lt;a href="http://cdbaby.com/found?allsearch=liza+lee&amp;amp;submit="&gt;cdbaby&lt;/a&gt;... my bias is for amazon, nice and clean insta-downloads with no crappy drm.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-675885464833727521?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/675885464833727521/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=675885464833727521' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/675885464833727521'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/675885464833727521'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2009/03/liza-lee-music.html' title='Liza Lee Music'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-7487750712671515743</id><published>2008-10-20T19:13:00.006-04:00</published><updated>2008-10-20T19:32:16.523-04:00</updated><title type='text'>A.A.W.W.</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_oaAarvTLAq0/SP0TMV2ePQI/AAAAAAAAAH0/yL_BrIpCvoc/s1600-h/AaronBW.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_oaAarvTLAq0/SP0TMV2ePQI/AAAAAAAAAH0/yL_BrIpCvoc/s400/AaronBW.jpg" alt="" id="BLOGGER_PHOTO_ID_5259381042583584002" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;On Thursday afternoon (Oct 16th) at 11:56am, my wife and I became the proud parents of a perfect baby boy.  Aaron Andrew "Woden" Weidenhammer was larger than expected... 8lb 1.3oz and 21in long.  This is our first one and we are going nuts with all the new responsibility and lack of sleep, but all is well, and he's as cute as we could imagine.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_oaAarvTLAq0/SP0TUzRfQwI/AAAAAAAAAH8/_M-8VL7l10k/s1600-h/WodenAndDad.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_oaAarvTLAq0/SP0TUzRfQwI/AAAAAAAAAH8/_M-8VL7l10k/s400/WodenAndDad.jpg" alt="" id="BLOGGER_PHOTO_ID_5259381187920478978" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-7487750712671515743?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/7487750712671515743/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=7487750712671515743' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/7487750712671515743'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/7487750712671515743'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2008/10/on-thursday-afternoon-at-1156am-my-wife.html' title='A.A.W.W.'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_oaAarvTLAq0/SP0TMV2ePQI/AAAAAAAAAH0/yL_BrIpCvoc/s72-c/AaronBW.jpg' height='72' width='72'/><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-8048463619816217174</id><published>2008-09-24T15:03:00.005-04:00</published><updated>2008-09-24T16:00:33.988-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mental ray'/><category scheme='http://www.blogger.com/atom/ns#' term='gamma'/><category scheme='http://www.blogger.com/atom/ns#' term='linear work flow'/><category scheme='http://www.blogger.com/atom/ns#' term='MR'/><title type='text'>Gamma Tools 1.0</title><content type='html'>&lt;span style="color: rgb(255, 255, 255);"&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;Hey folks.  I mentioned I was going to post some scripted tools for inserting/removing gamma nodes.  Well, here are a few.&lt;/span&gt;&lt;br /&gt;&lt;a href="http://motr.net/scripts/GammaTools_1.0.zip"&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;gammaTools_1.0&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;Check out the readme for specific info, but here's a basic rundown.  There are 3 tools (and 1 bonus for the brave).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;insertGamma&lt;/span&gt; - inserts gamma nodes with pre-set .455 (after any selected texture nodes with color connections).&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;deleteGamma&lt;/span&gt; - deletes selected gamma nodes while retaining connections&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;gammaValue&lt;/span&gt; - changes the gamma value globally or for selected nodes.  This is a command-line tool only at the moment... so the value should be entered in after the command, then executed.&lt;br /&gt;&lt;br /&gt;There is also a hyperUserInit.mel which is a replacement for a standard maya UI script.  If you choose to try this, make sure to back up the original one.  This update adds the ability to insert Gamma nodes by Ctrl+Alt+Shift clicking on a connection line in the hyperShade.&lt;br /&gt;&lt;br /&gt;These are really simple scripts.  We don't have a lot of time or manpower to devote to such tools, but I'm glad Al could get these done so quickly.  Thanks go to Albert (a MotR cohort) for coding.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-8048463619816217174?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/8048463619816217174/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=8048463619816217174' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/8048463619816217174'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/8048463619816217174'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2008/09/gamma-tools-10.html' title='Gamma Tools 1.0'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-5914583113754889570</id><published>2008-09-22T14:12:00.003-04:00</published><updated>2008-09-22T14:23:30.207-04:00</updated><title type='text'>Financial Woes</title><content type='html'>While I'll try to avoid political posts for the most part here (with the election coming it's been hard to keep quiet;), I have to mention this &lt;a href="http://www.dailykos.com/storyonly/2008/9/21/9322/74248/245/602838"&gt;link&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;The article is from DailyKos, but is very clear and level-headed.  It discusses some political/financial history in a way that doesn't require you to be an economist.  McCain had a hand in bringing the economy to the brink it's at now.  So please read and consider.  Regulations are there to protect the people.  Unfortunately the supremely rich have painstakenly removed regulations over time, to the detriment of the taxpayers.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-5914583113754889570?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/5914583113754889570/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=5914583113754889570' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/5914583113754889570'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/5914583113754889570'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2008/09/financial-woes.html' title='Financial Woes'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-2922336650964066748</id><published>2008-09-22T13:30:00.009-04:00</published><updated>2008-09-22T14:02:45.238-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mental ray'/><category scheme='http://www.blogger.com/atom/ns#' term='Maya 2008'/><category scheme='http://www.blogger.com/atom/ns#' term='gamma'/><category scheme='http://www.blogger.com/atom/ns#' term='linear work flow'/><category scheme='http://www.blogger.com/atom/ns#' term='MR'/><title type='text'>Linear Workflow Addition 1</title><content type='html'>&lt;span dir="ltr"&gt;pixelvapour has pointed out an error with color swatch correction that I should expand on here.  Thanks for kicking me in the pants to clarify this.  He says that color swatches in maya are not corrected by the framebuffer setting in renderGlobals.  He seems to be correct, and it may&lt;/span&gt;&lt;span dir="ltr"&gt; be a reason that larger studio workflows have mentioned using gamma nodes to correct just about everything in their scenes, and not the framebuffer setting.  You might choose to do this, since it does avoid confusion.  However, I'm still not a fan of having more nodes than I need.  That said, I'll be working on some scripts that I hope to post here, that will assist in inserting/re&lt;/span&gt;&lt;span dir="ltr"&gt;moving gamma nodes.  Unfortunately, it seems a bug in MentalRay&lt;/span&gt;&lt;span dir="ltr"&gt; at the moment, that it does not respect nodeState "hasNoEffect".  So simply turing off a gamma node doesn't work well... something I traditionally make use of in such scripts... but I digress.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span dir="ltr"&gt;Here's some test examples to illustrate the problem.  First, the defualt texture map I'll be using.  It is blackAndWhite for a reason... it's just easier to visually interpret g&lt;/span&gt;&lt;span dir="ltr"&gt;amma differences that way.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_oaAarvTLAq0/SNfXyDToQ0I/AAAAAAAAAHE/XOrrQDIu4os/s1600-h/textureDefault.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_oaAarvTLAq0/SNfXyDToQ0I/AAAAAAAAAHE/XOrrQDIu4os/s400/textureDefault.jpg" alt="" id="BLOGGER_PHOTO_ID_5248901145604670274" border="0" /&gt;&lt;/a&gt;For these tests, I've simply created a Physical Sun/Sky system... which if you'll recall, automatically creates an exposureSimple gamma correction node on my camera.  I have also set my framebuffer to 32-bit float.  So we are in linear space and previews are being adjusted for monitor viewing.  The scene has a texture-mapped plane with the iamge above, and a procedural checker sphere.  The colors applied to the checker color swatches are pure red, and medium grey (128, 128, 128).  Leaving the framebuffer gamma at a defualt of 1.  We get this.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_oaAarvTLAq0/SNfYkJBVlTI/AAAAAAAAAHM/gzsR_IuinbA/s1600-h/noFramebuffer.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_oaAarvTLAq0/SNfYkJBVlTI/AAAAAAAAAHM/gzsR_IuinbA/s400/noFramebuffer.jpg" alt="" id="BLOGGER_PHOTO_ID_5248902006132020530" border="0" /&gt;&lt;/a&gt;The gamma is out of whack, and may look familiar to users that aren't adjusting the framebuffer gamma.  To fix this, I suggested using the framebuffer gamma setting.  adjust this to .455 to avoid applying gamma twice.  .455 negates the textures baked-in gamma, setting it to linear-space.  The texture will now work correctly, as seen below.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_oaAarvTLAq0/SNfZ9w3uQ8I/AAAAAAAAAHU/b1M8KeQ7Uw0/s1600-h/Framebuffer.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_oaAarvTLAq0/SNfZ9w3uQ8I/AAAAAAAAAHU/b1M8KeQ7Uw0/s400/Framebuffer.jpg" alt="" id="BLOGGER_PHOTO_ID_5248903545837470658" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Now the texture is correct, however the procedurally mapped sphere has not changed.  the mid-grey parts of the checker are not appearing close to 128,128,128.  So we do have a problem here.  Framebuffer gamma is not adjusting our color swatches, so we must do it manually.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_oaAarvTLAq0/SNfanI_K8RI/AAAAAAAAAHc/3p0dJ9sx0fY/s1600-h/gammaNodeGraph.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_oaAarvTLAq0/SNfanI_K8RI/AAAAAAAAAHc/3p0dJ9sx0fY/s400/gammaNodeGraph.jpg" alt="" id="BLOGGER_PHOTO_ID_5248904256685797650" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_oaAarvTLAq0/SNfaznmbnCI/AAAAAAAAAHk/u92p4W1AC7I/s1600-h/gammaNodeAttribs.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_oaAarvTLAq0/SNfaznmbnCI/AAAAAAAAAHk/u92p4W1AC7I/s400/gammaNodeAttribs.jpg" alt="" id="BLOGGER_PHOTO_ID_5248904471061961762" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Above, we see the graph and attribs of the gamma node.  Now the procedural is corrected for linear workflow, and the desired final result is this:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_oaAarvTLAq0/SNfbK-DtwgI/AAAAAAAAAHs/GBaWUHTXqMw/s1600-h/framebufferandGamma.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_oaAarvTLAq0/SNfbK-DtwgI/AAAAAAAAAHs/GBaWUHTXqMw/s400/framebufferandGamma.jpg" alt="" id="BLOGGER_PHOTO_ID_5248904872227357186" border="0" /&gt;&lt;/a&gt;Finally!  Correctness!  The mid-grey renders properly.&lt;br /&gt;&lt;br /&gt;We are clearly not working with an ideal toolset here.  Maya needs some modifications to accomadate this workflow for its ussers.  It would be nice to have gamma adjustments in the shader, instead of piping in a color and gamma node just to pick a color... alas.  Thanks for the comments!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-2922336650964066748?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/2922336650964066748/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=2922336650964066748' title='9 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/2922336650964066748'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/2922336650964066748'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2008/09/linear-workflow-addition-1.html' title='Linear Workflow Addition 1'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_oaAarvTLAq0/SNfXyDToQ0I/AAAAAAAAAHE/XOrrQDIu4os/s72-c/textureDefault.jpg' height='72' width='72'/><thr:total>9</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-6385123059223416516</id><published>2008-09-21T12:08:00.003-04:00</published><updated>2008-09-21T12:19:45.530-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='layers'/><category scheme='http://www.blogger.com/atom/ns#' term='renderLayers'/><category scheme='http://www.blogger.com/atom/ns#' term='mental ray'/><category scheme='http://www.blogger.com/atom/ns#' term='render'/><category scheme='http://www.blogger.com/atom/ns#' term='viewports'/><category scheme='http://www.blogger.com/atom/ns#' term='MR'/><title type='text'>Render Layers for Viewport Preview</title><content type='html'>Here's a quick tip for Maya users:&lt;br /&gt;&lt;br /&gt;You may have had trouble with maya viewports when using MentalRay shaders.  They don't always display properly in your viewports... in particuclarly when using "combined texture" previews.  I despise when I see a flat black shape, unable to generate a preview.  Often renderLayers compound display problems, as shaders swtich from one type to another.  Honestly I haven't yet figured out all the possible combinations of issues that break proper viewport display.  Often I just need to place a hilite or some other utility light, and I just cannot get a proper preview of diffuse and specular.&lt;br /&gt;&lt;br /&gt;So, I've taken to creating a "lightingPreview" renderLayer.  This one I switch to, just to see overall light levels and specular positions/intensity.  I usually give it a material override, unless individual colors are important.  You can obviously apply any material/s you like to get the preview you like.  RenderLayers can help you clear up your viewports and see what you need to, interactively.  I've been finding this more and more useful as scenes get more complicated.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-6385123059223416516?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/6385123059223416516/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=6385123059223416516' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/6385123059223416516'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/6385123059223416516'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2008/09/render-layers-for-viewport-preview.html' title='Render Layers for Viewport Preview'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-7445399946659675880</id><published>2008-09-14T17:14:00.003-04:00</published><updated>2008-09-14T17:28:53.328-04:00</updated><title type='text'>New Photography</title><content type='html'>I thought I'd mention, that I've gotten a renewed interest in photography.  I got a new camera (Canon Rebel XSI), and have been very pleased with the quality, even though I'm still only using the stock zoom lens.  I can't wait to get some better lenses for it.  But for now, I have posted a few images up at flickr.  My photostream is &lt;a href="http://www.flickr.com/photos/30447872@N05/"&gt;here&lt;/a&gt;.  Most of the images are taken as raw and tweaked using CS3's raw conversions.  Really nice flexibility.  One or two are HDR captures.  They consist of 3 bracketed raw exposures at 2 stops difference each.  Technically this is not HDR... more like MDR, but for some situations, it's all I need.  Given the exposures are automated and hand-held, it's not a bad working process.  For something critical, I would use a tripod and take more exposures.  Here's one of my favorites.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_oaAarvTLAq0/SM2CAkGCZVI/AAAAAAAAAGY/QKfyR4CLbfg/s1600-h/goldenGate_sm.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_oaAarvTLAq0/SM2CAkGCZVI/AAAAAAAAAGY/QKfyR4CLbfg/s400/goldenGate_sm.jpg" alt="" id="BLOGGER_PHOTO_ID_5245992087157106002" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_oaAarvTLAq0/SM2BqLWjXAI/AAAAAAAAAGQ/-tsKl7cAI2c/s1600-h/goldenGate_sm.jpg"&gt;&lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-7445399946659675880?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/7445399946659675880/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=7445399946659675880' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/7445399946659675880'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/7445399946659675880'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2008/09/new-photography.html' title='New Photography'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_oaAarvTLAq0/SM2CAkGCZVI/AAAAAAAAAGY/QKfyR4CLbfg/s72-c/goldenGate_sm.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-1708961499055844714</id><published>2008-09-14T12:17:00.005-04:00</published><updated>2008-09-22T14:10:56.594-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mental ray'/><category scheme='http://www.blogger.com/atom/ns#' term='exposure'/><category scheme='http://www.blogger.com/atom/ns#' term='gamma'/><category scheme='http://www.blogger.com/atom/ns#' term='linear work flow'/><category scheme='http://www.blogger.com/atom/ns#' term='MR'/><title type='text'>Linear Workflow for Maya - Mental Ray</title><content type='html'>This is a rather large one...  I hope you don't get too bored reading it;)&lt;br /&gt;&lt;br /&gt;Since my platform is Maya/MentalRay... this will focus on that workflow. I'm sure users of MR in other apps can make good use of the info though, with a bit of modification.&lt;br /&gt;&lt;br /&gt;The basic idea is simple. Get rid of gamma correction entirely while working in 3d, except for the preview stage. In this workflow, gamma correction is only temporarily applied during preview renders so you can see them correctly on your monitor. When you render final output for compositing, you nix the viewing gamma correction, and render in linear space to a linear format like exr, hdr, or tif(32-bit float). You need the gamma correction while previewing since your monitor responds non-linearly. Usually a simple gamma of 2.2 on the output will correct just fine, but you can use any tonemapping method available to you, if you like. Often people use 1.8 for a slightly more film-like response... so you can change the gamma preview value a bit. I'm using a simple exposure correction node on my camera in Maya to apply a gamma of 2.2.&lt;br /&gt;&lt;br /&gt;I'll be using exr files for output, as they are a perfect balance for CG compositing use regarding file size, and dynamic range. They work in a 16-bit float space. This is NOT the same as a 16bit int that you may have worked with in Photoshop. Those files store data still as gamma encoded rgb files, with integers. They are limited in dynamic range, and are not the same as a 16-bit float exr. Float files are stored differently, and are capable of much higher dynamic range. Without getting into the specifics of the file format data, I can quote Christian Bloch's "HDRI Handbook," and tell you that 16-bit float exrs are capable of about 1 billion colors independent from the exposure. The dynamic range (exposure) can span about 32 EV's of dynamic range (stops for the photographers out there). For comparison, a common hdri photograph taken from inside a room looking out a bright window might consist of around 17 or 18 EV's. That's a lot of dynamic range. A typical 8 bit image covers about 6 EV's. The human eye, at any one time (not accounting for the eye's adaptation) can see about 14 EV's. So the exr format is very well suited for linear light storage and manipulation. Sorry for the tangent... but it was a useful one, I think.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_oaAarvTLAq0/R22DDkljIrI/AAAAAAAAAEY/r7PtJHOdVtg/s1600-h/attrib_sky.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://1.bp.blogspot.com/_oaAarvTLAq0/R22DDkljIrI/AAAAAAAAAEY/r7PtJHOdVtg/s400/attrib_sky.jpg" alt="" id="BLOGGER_PHOTO_ID_5146914046538359474" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Now we get into some specific setups. At the moment, the easiest way to begin is to use the new "physical sun and sky" system. While I won't turn this post into a sun and sky tutorial, this system really forces the user to work in a linear way; since the system is physically-based. You'll find the creation option in the mental ray render globals at the bottom, under the "Environment" rollout.&lt;br /&gt;&lt;br /&gt;When you create a physical sun/sky, you'll have an overall multiplier. I often turn this down a bit, since the default can be a bit on the high side. Other settings are not important here, but of course fine tune the look of the sun/sky system.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_oaAarvTLAq0/SM1FVaSed2I/AAAAAAAAAGA/5MhXTu8vHRE/s1600-h/framebuffer_2.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://3.bp.blogspot.com/_oaAarvTLAq0/SM1FVaSed2I/AAAAAAAAAGA/5MhXTu8vHRE/s400/framebuffer_2.jpg" alt="" id="BLOGGER_PHOTO_ID_5245925375092881250" border="0" /&gt;&lt;/a&gt;To work in a linear workflow, you'll want to output float images, so you should change your MentalRay framebuffer to "RGBA (float) 4x32bit" (again, in your mental ray render gloablas). You should also change your Gamma setting here, to .45, as shown. I'll explain. You may have tried rendering a physical sun/sky system without making these changes. You should have noticed how washed out, the textures became, since they are now being used as linear space textures. The gamma that is encoded into them (2.2) must first be removed to function properly in the linear space that sun/sky is now working in. This is a much different way of lighting than traditional cg spots;)&lt;br /&gt;&lt;br /&gt;The Gamma setting seen above removes the encoded gamma in all textures in your scene. It does so by correcting them based on a known general rule... that bitmaps are encoded with a 2.2 gamma for screen display. See previous posts for more on that. For them to work in linear space, they are corrected with the inverse of 2.2 which is .45. If you render with these settings, your textures should render with the expected gamma/brightness/saturation that you would expect.&lt;br /&gt;&lt;br /&gt;Note:  color swatches in Maya assume you are working in a gamma 2.2 space, so they will require manual adjustments with gamma nodes.  By default, they will render incorrectly without such attention.  See the Linear Workflow Addition 1 post above for more detailed info.&lt;br /&gt;&lt;br /&gt;When you created the "physical sun" system, Maya did something behind the scenes for you, to help with a linear workflow. If you graph your camera, you'll see that Maya hooked to it several new nodes. There is &lt;span style="font-weight: bold;"&gt;sun direction&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;physical sky&lt;/span&gt;, and &lt;span style="font-weight: bold;"&gt;exposure&lt;/span&gt;&lt;span style="font-weight: bold;"&gt; simple&lt;/span&gt;.  The important node for us, is the &lt;span style="font-weight: bold;"&gt;exposure simple&lt;/span&gt; node. It is a lens shader, and remaps the rendering from linear to a gamma-corrected image. This is so you can preview output accurately. By default, it is set at a gamma of 2.2, which corresponds to the response of your monitor. So, &lt;span style="font-weight: bold;"&gt;Physical Sun and Sky&lt;/span&gt; automates a step for you.  If you don't use the &lt;span&gt;physical sun&lt;/span&gt; system, and still want to work in a linear workflow, you must remember to manually add an exposure lens shader to your output camera. The other exposure lens shader as of Maya2008, is the "mia_exposure_photographic." This is outside our current discussion, but if you know about photographic adjustments, then this should be fairly intuitive to use. We'll keep with a simple gamma adjust now.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_oaAarvTLAq0/SM1KSj0i8pI/AAAAAAAAAGI/_Ma2KQVvTkI/s1600-h/exposureSimple.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://4.bp.blogspot.com/_oaAarvTLAq0/SM1KSj0i8pI/AAAAAAAAAGI/_Ma2KQVvTkI/s400/exposureSimple.jpg" alt="" id="BLOGGER_PHOTO_ID_5245930823670231698" border="0" /&gt;&lt;/a&gt;So we are now in a proper "linear preview" workflow. I'll explain a decent working method. The gain control is an exposure control. It will do the equivalent of changing f-stops on a camera. If you want a more photographically friendly interface to exposure control, you can replace the lens shader connection from "mia exposure simple" to "mia exposure photographic"&lt;br /&gt;&lt;br /&gt;The gamma controls the output gamma for preview purposes. 2.2 is fine for a start on most monitors. changing this is a great way to fine tune the overall response and look of your image. 1.8 is sometimes used as it may give a more filmic response/look to the image. You are free to adjust this within reason, to achieve different looks. Pedistal, Knee, and Compression will have to wait for another tutorial, but they adjust white/black points of your image, etc. Most of this is better done in your image editor as final fine-tuing anyway. Getting an image close enough is fine, since we are lighting linearly, and will have a great deal of control in post, where it's easiest.&lt;br /&gt;&lt;br /&gt;As a gneral workflow, I generally get my light positions and basic intensities set, without too much fussing over perfection. Then use the gain shown above to fine tune exposure. Obviously you must still pay careful attention to your light settings, such as sample rates, since I'm sure you'll be using advanced features for them.&lt;br /&gt;&lt;br /&gt;Also worth mentioning, are light settings in a linear workflow. the physical sun/sky is made more friendly with a multiplier normalized to 1. Pretty easy. But when you create new standard lights you should make them physically accurate lights. The correct MR way of doing this is to add a physical light shader to your light. After doing this, your light settings are "taken over" by the shader. The intensity is now controlled by the color slot in the physical light attributes. when you double click on the color swatch, you'll see that the "value" has been given a large number (1000 I think). This is a start, to compensate for realistic light falloff over distance. You'll find that much larger values (like 100000) might be needed for more distant lights.&lt;br /&gt;&lt;br /&gt;Once you get previews you like, it's time for final output. You must remeber that when you output to an HDR linear format such as .exr, you should remove the output gamma correction. This is in the lens shader "mia exposure simple." the 2.2 value should be set to 1, so that no correction is being applied. When you bring the final images into your image editor/compositor, you should manually apply a gamma correction such as 2.2 to get your image into proper monitor viewing space. Now, effects that you add to these float images will be more accurate, such as motion blurs, lens fx, glows, you name it. Given yor compositor (such as Fusion5) is float capable, you can make use of some very accurate fx.&lt;br /&gt;&lt;br /&gt;Note: Having spoken to some in the industry that work in linear workflows. They have mentioned that using .45 in the renderGlobals/Framebuffer can lead to problems. They mention that .45 is too general, and can lead to incorrect gamma compensation. Also, gamma correcting the alpha or other mask channels can make for incorrect transparency edges. I would agree in very specific workflows where gamma is being very carefully controlled. The solution for them, is to leave the gamma at 1, therefore not gloabally correcting for texture gamma. They will then insert a gamma node after every texture node in the hypergraph, and correct each one individually with known vlaues. .45 might be used in many of these gamma nodes, but may not when not wanted (like mask channels, or textures with a different known gamma encoding).&lt;br /&gt;&lt;br /&gt;I have noted that the problems with this texture-by-texture-gamma workflow is troublesome as well, since it requires much more setup time, and really only works well when you have some scripts to help you en-masse, insert, remove and edit gamma nodes. Having all these gamma nodes added can also severely reduce the hypershade performance, to the point where it lags for minutes. You can solve that with a script to toggle the hypershade updates off temporarily. You can find one I've used for that at &lt;a href="http://www.djx.com.au/blog/downloads/"&gt;djx blog&lt;/a&gt;; look for "hypershadePanel.mel." In the end I've decided on a hybrid approach. I'll use a .45 in the framebuffer which works for most textures. When I come upon a mask or texture situation where I need different settings, I'll add a gamma node to those textures only, and apply values to compensate for the differences there. It vastly cuts down on nodes, and allows for specific control when you need it.&lt;br /&gt;&lt;br /&gt;Another note. Studios that work linearly, often have pre-render scripts to automatically toggle the lens shader gamma to 1, so the user doesn't need to remember to toggle that after all the preview work. These are often only applied when a render is submitted to the farm. Very smart. Thanks here to TJ Galda for insight on studio workflows.&lt;br /&gt;&lt;br /&gt;Good luck folks. I hope to update this a bit more with some detailed posts. It is a large subject. Hopefully this gets you working. Let me know if you have any specific questions and I'll do my best to clarify.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-1708961499055844714?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/1708961499055844714/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=1708961499055844714' title='20 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/1708961499055844714'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/1708961499055844714'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2008/09/linear-workflow-for-maya-mental-ray.html' title='Linear Workflow for Maya - Mental Ray'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_oaAarvTLAq0/R22DDkljIrI/AAAAAAAAAEY/r7PtJHOdVtg/s72-c/attrib_sky.jpg' height='72' width='72'/><thr:total>20</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-1808447934825528160</id><published>2008-09-14T12:17:00.002-04:00</published><updated>2008-09-14T12:25:26.329-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mental ray'/><category scheme='http://www.blogger.com/atom/ns#' term='area light'/><category scheme='http://www.blogger.com/atom/ns#' term='sampling'/><category scheme='http://www.blogger.com/atom/ns#' term='MR'/><title type='text'>Lighting Tip: Area Light Size</title><content type='html'>Here's something I think illustrates how we always have to be open to doing things in a new way.  It's not dramatic, just something that kicked me in the pants a bit.  When lighting scenes with area lights, I have often made a habit of keeping their physical size down to reduce the sampling needed to smooth them out.  I've been unconsciously doing that for many years.  I've recently seen some renderings from &lt;a href="http://www.maddamart.com/"&gt;maddam&lt;/a&gt; for which he has kindly posted some basic lighting screenshots on various forums.  I noted the large scale of his area lights, and it hit me that I've been doing it wrong!&lt;br /&gt;&lt;br /&gt;The whole purpose of large area lights is to imitate the gigantic softboxes of real-world lighting setups.  They are huge for a reason... and my techie response of shrinking them to reduce sampling is just plain foolish.  especially these days with faster machines.  I set up an area light product shot the other day, with an enormous area light (2 actually), and high sampling both for the primary and secondary rays.  You know what happed?  It looked better, more realistic, and the render time wasn't bad at all.  Even at 8k (for print).  Man, I need to get out of the past sometimes;)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-1808447934825528160?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/1808447934825528160/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=1808447934825528160' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/1808447934825528160'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/1808447934825528160'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2008/09/lighting-tip-area-light-size.html' title='Lighting Tip: Area Light Size'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-5257440865647749877</id><published>2008-07-28T15:13:00.002-04:00</published><updated>2008-07-28T15:25:24.629-04:00</updated><title type='text'>Linear Lighting Tutorial for MentalRay/Maya - Floze</title><content type='html'>It has been a while since I've updated.  Got very busy with moving the office several times.  While I have not yet finished my linear lighting guide, there are 6 excellent tutorials &lt;a href="http://www.floze.org/2008/07/six-tuts-on-light-and-shade-part-i.html"&gt;here&lt;/a&gt; by a fellow called Floze.  These are done in a linear fashion, and are very good at explaining a good workflow for linear lighting in maya/mr.  Good luck.  I hope to have more soon.&lt;br /&gt;&lt;br /&gt;Andrew&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-5257440865647749877?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/5257440865647749877/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=5257440865647749877' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/5257440865647749877'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/5257440865647749877'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2008/07/linear-lighting-tutorial-for.html' title='Linear Lighting Tutorial for MentalRay/Maya - Floze'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-1727356371136982483</id><published>2008-03-25T12:20:00.007-04:00</published><updated>2008-04-23T16:21:56.036-04:00</updated><title type='text'>An Old Daguerreotype</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_oaAarvTLAq0/SA-aQ6QdsmI/AAAAAAAAAF4/XY1VeZ7qn0E/s1600-h/BL_Dag_sm_V04.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://2.bp.blogspot.com/_oaAarvTLAq0/SA-aQ6QdsmI/AAAAAAAAAF4/XY1VeZ7qn0E/s400/BL_Dag_sm_V04.jpg" alt="" id="BLOGGER_PHOTO_ID_5192538510688367202" border="0" /&gt;&lt;/a&gt;I found this in an antiques store in Jersey.  I think I'll make a show about him;)&lt;br /&gt;&lt;br /&gt;Many thanks to Rick Vicens for some outstanding character design work.  Also Jack Ehrbar for modeling and myself for a few things.&lt;br /&gt;&lt;br /&gt;He's a character we're working on for an internal project.  Not much else to be said  yet, but I like the image.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-1727356371136982483?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/1727356371136982483/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=1727356371136982483' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/1727356371136982483'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/1727356371136982483'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2008/03/old-daguerreotype.html' title='An Old Daguerreotype'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_oaAarvTLAq0/SA-aQ6QdsmI/AAAAAAAAAF4/XY1VeZ7qn0E/s72-c/BL_Dag_sm_V04.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-3664044860264491238</id><published>2008-03-25T11:53:00.002-04:00</published><updated>2008-03-25T11:56:08.265-04:00</updated><title type='text'>Delays</title><content type='html'>Sorry for the delay in the linear light workflow guides.  I got very busy with impending chaos at MotR.  We are moving soon, and undergoing some changes in partnerships.  It's been all my time to focus on the company.&lt;br /&gt;&lt;br /&gt;I do have the next "linear" post nearly finished tho, so I hope to get it online soon.  Sorry again for the long delay.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-3664044860264491238?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/3664044860264491238/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=3664044860264491238' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/3664044860264491238'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/3664044860264491238'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2008/03/delays.html' title='Delays'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-6279604939850076642</id><published>2008-03-25T11:34:00.006-04:00</published><updated>2008-03-26T10:03:48.066-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='brokenmusicbox'/><category scheme='http://www.blogger.com/atom/ns#' term='album'/><category scheme='http://www.blogger.com/atom/ns#' term='music'/><title type='text'>The Brokenmusicbox</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_oaAarvTLAq0/R-kdur6DLxI/AAAAAAAAAE4/0tNr_l-2ZzM/s1600-h/TBMBcover.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://1.bp.blogspot.com/_oaAarvTLAq0/R-kdur6DLxI/AAAAAAAAAE4/0tNr_l-2ZzM/s400/TBMBcover.jpg" alt="" id="BLOGGER_PHOTO_ID_5181705534163857170" border="0" /&gt;&lt;/a&gt;My cousin Tony and his sweetie Kim just released their first album under the name, "The Brokenmusicbox."  Beautiful stuff with some perhaps Michael Penn influenced instrumentation.  You can find a link to their sparse site on my friends list to the right, but here's a nice little writeup on a music blog that has some info - &lt;a href="http://eardrumsmusic.com/2008/02/19/the-brokenmusicbox/"&gt;link&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Update:  You can buy the cd here:&lt;br /&gt;&lt;a href="http://cdbaby.com/cd/brokenmusicbox"&gt;CDbaby&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Digital distribution is coming soon.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-6279604939850076642?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/6279604939850076642/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=6279604939850076642' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/6279604939850076642'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/6279604939850076642'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2008/03/brokenmusicbox.html' title='The Brokenmusicbox'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_oaAarvTLAq0/R-kdur6DLxI/AAAAAAAAAE4/0tNr_l-2ZzM/s72-c/TBMBcover.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-7607479005811518370</id><published>2007-12-14T21:01:00.000-05:00</published><updated>2007-12-16T13:19:01.071-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mental ray'/><category scheme='http://www.blogger.com/atom/ns#' term='gamma'/><category scheme='http://www.blogger.com/atom/ns#' term='float'/><category scheme='http://www.blogger.com/atom/ns#' term='32-bit'/><category scheme='http://www.blogger.com/atom/ns#' term='linear work flow'/><category scheme='http://www.blogger.com/atom/ns#' term='MR'/><title type='text'>Linear Workflow Introduction</title><content type='html'>This is the first post in what may end up being a series.  There's a lot to cover on the topic, but not so much I can't stuff it into a blog.  Lets get started.&lt;br /&gt;&lt;br /&gt;You probably know what the idea of a linear work flow is already, but for the sake of those that do not, here is a very brief explanation:&lt;br /&gt;&lt;br /&gt;A linear work flow exploits the fact that your renderer works internally in float (linear) space.  It generates data that 8-bit output clips away, as it is gamma encoded for monitor display.  What a shame.  That data is very useful in your post-production compositing and color adjusts.&lt;br /&gt;&lt;br /&gt;If you are not familiar with the differences between 8-bit, and 32-bit (float) images, or the concept of gamma encoding for display, then you may want to study a bit before progressing.  There are some great books out there to get you up to speed.  The HDRI Handbook is very well written, and I would recommend it highly.  Online, there are a ton of sites that discuss hdri, which in computer graphics, was the beginning of the linear work flow concept.   Learn about hdri, and you'll have a much better grasp of the process.&lt;br /&gt;&lt;br /&gt;You may wonder what the big deal is, since you've been rendering wonderful images in 8-bit for years.  The big deal I suppose, comes down to a few major issues:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;1.  Physical accuracy&lt;/span&gt;&lt;br /&gt;You can be as physically accurate as you want (or have the patience to deal with); all the way to real-world candelas.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;2.  Realistic lighting&lt;/span&gt;&lt;br /&gt;This is a lengthy issue, but lights in CG have traditionally been "cheated" via a linear falloff, or no falloff at all.  This is because the linear response of lights are not being properly gamma adjusted in normal work flows.  This goes all the way back to how phong and blinn work as estimations of real lighting response.  We can and should evolve beyond that with realistic materials that respond to light properly.  This is the reason there are so many new MR (architectural) shaders.  They are built to respond correctly in a linear work flow.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;3.  Greater adjustability in post&lt;/span&gt;&lt;br /&gt;32float or 16float has the ability to deal with huge color and exposure adjustments.  Given a true float compositing environment like Fusion, most filters you use will respond more realistically.  Motion blurs, and glows, for example, will behave in a more natural and photographic way.&lt;br /&gt;&lt;br /&gt;Others have posted long before this, on the process, but I have found specific information out there lacking, other than in books.  So I'd like to discuss it a bit further.  One great post that started as a vray-specific tutorial, has slightly expanded to mention maya/MR and others.  Thanks to Robert Nederhorst for this &lt;a href="http://www.highend3d.com/3dsmax/tutorials/rendering/vray/147.html"&gt;link&lt;/a&gt;.  It also discusses gamma, so if you're not familiar enough with that Greek letter, read this.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-7607479005811518370?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/7607479005811518370/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=7607479005811518370' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/7607479005811518370'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/7607479005811518370'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2007/12/linear-workflow-introduction.html' title='Linear Workflow Introduction'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-3913098260596416683</id><published>2007-12-02T10:39:00.000-05:00</published><updated>2007-12-03T22:42:03.185-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mental ray'/><category scheme='http://www.blogger.com/atom/ns#' term='Maya 2008'/><category scheme='http://www.blogger.com/atom/ns#' term='matte'/><category scheme='http://www.blogger.com/atom/ns#' term='shadows'/><category scheme='http://www.blogger.com/atom/ns#' term='MR'/><category scheme='http://www.blogger.com/atom/ns#' term='matteShadows'/><title type='text'>motrMatteShadows Beta</title><content type='html'>So Jeff finished an internal tool for MR in Maya.  It assists with using the Matte Shadow Production &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_0"&gt;shader&lt;/span&gt; in Maya2008.  To be specific, this tool automates the process outlined in &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_1"&gt;Zap's&lt;/span&gt; &lt;a href="http://mentalraytips.blogspot.com/2007/10/production-shader-examples.html"&gt;Production &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_2"&gt;Shader&lt;/span&gt; Examples&lt;/a&gt;.  Read &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_3"&gt;Zap's&lt;/span&gt; post to get familiar with the process.  He basically outlines 2 modes of use.  First, he renders the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_4"&gt;BG&lt;/span&gt; Plate in the shot, which we can describe as a &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_5"&gt;LookDev&lt;/span&gt; mode.  Next, some connection switching will allow for a final &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_6"&gt;renderPass&lt;/span&gt; mode, where the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_7"&gt;BG&lt;/span&gt; plate is omitted.  This is to generate output for later &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_8"&gt;compositing&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;The script below is a tool to generate and connect the required nodes automatically (setup), then easily switch between the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_9"&gt;lookDev&lt;/span&gt; and &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_10"&gt;renderPass&lt;/span&gt; mode on the fly.  It's not fancy, but it does the job.  Also not a lot of error-checking.  There is some, but if you delete the nodes it creates, the toggle will stop working.  Hey, it's an early version;)&lt;br /&gt;&lt;br /&gt;Remember, you will first need some things:&lt;br /&gt;Maya2008, and you should &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_11"&gt;unhide&lt;/span&gt; the production &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_12"&gt;shaders&lt;/span&gt; via this &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_13"&gt;cgtalk&lt;/span&gt; &lt;a href="http://forums.cgsociety.org/showthread.php?f=87&amp;amp;t=541718&amp;amp;page=1&amp;amp;pp=15"&gt;post&lt;/a&gt;.  Otherwise, you may get missing node errors.  Once you've got them unhidden, this script becomes useful.  Use by placing the script into an active scripts directory on your system and typing in the command line, "&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_14"&gt;motrMatteShadows&lt;/span&gt; 1;"  1 is for setup and &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_15"&gt;lookDev&lt;/span&gt; mode.  For the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_16"&gt;renderPass&lt;/span&gt; mode, type again, with a "2".  I suggest creating 2 &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_17"&gt;bu tons&lt;/span&gt; on your shelf for 1 and 2.&lt;br /&gt;&lt;br /&gt;The first time you run it (in mode 1), it will create all the shading and camera nodes needed.  Yes, it creates a new camera.  Go ahead and graph it, and you will see the new connections.  It also creates a &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_18"&gt;matteShadow&lt;/span&gt; material.  You should also graph that in &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_19"&gt;Hypershade&lt;/span&gt; (and it's &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_20"&gt;ShadingGroup&lt;/span&gt;).&lt;br /&gt;&lt;br /&gt;While this early script creates a bunch of nodes for you, and toggles between 2 setups, it doesn't fill in all the blanks yet.  We will try to work on that a bit more later.  For now, you'll need to do the following steps yourself... Don't worry, they're easy:&lt;br /&gt;&lt;br /&gt;1.  After graphing the camera in &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_21"&gt;Hypershade&lt;/span&gt;, you'll see 2 blank texture nodes.  One pipes into &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_22"&gt;mirrorball&lt;/span&gt;, and the other into &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_23"&gt;cameramap&lt;/span&gt;.  place the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_24"&gt;mirrorball&lt;/span&gt; image into the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_25"&gt;mirrorball&lt;/span&gt; texture, and your background plate into the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_26"&gt;cameramap&lt;/span&gt; texture.  Since the same texture nodes are piped into your &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_27"&gt;matteShadow&lt;/span&gt; material as well, this is all you really have to do.&lt;br /&gt;2.  You'll probably want to see the background plate in your &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_28"&gt;viewport&lt;/span&gt;, so you'll have to make your own &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_29"&gt;imagePlane&lt;/span&gt; for now.  Use the same file you used for the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_30"&gt;cameramap&lt;/span&gt; texture.  When rendering, you should set the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_31"&gt;alphaGain&lt;/span&gt; of the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_32"&gt;imagePlane&lt;/span&gt; to "0"&lt;br /&gt;&lt;br /&gt;Set up your scene elements and do some test renders in mode 1.  When you are happy with the overall look, set the script to mode 2 for rendering.  You can toggle back and forth at any time to adjust with the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_33"&gt;bg&lt;/span&gt; plate in the render view.&lt;br /&gt;&lt;br /&gt;There is a good deal to work on with this script yet.  I'd like to start it with a &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_34"&gt;UI&lt;/span&gt;, that asks right away for your &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_35"&gt;mirrorball&lt;/span&gt; and &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_36"&gt;bgPlate&lt;/span&gt; images.  Also, it should have an option to auto-build your image plane.  Perhaps in a bit.  For now, I hope this is useful to someone, even in this rough state.&lt;br /&gt;&lt;br /&gt;download&lt;br /&gt;&lt;a href="http://www.motr.net/tools/motrMatteShadows.mel"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_37"&gt;motrMatteShadows&lt;/span&gt;&lt;/a&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_38"&gt;ver&lt;/span&gt; 0.3&lt;br /&gt;(right click, save target as)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-3913098260596416683?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/3913098260596416683/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=3913098260596416683' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/3913098260596416683'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/3913098260596416683'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2007/12/motrmatteshadows-beta.html' title='motrMatteShadows Beta'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-2778656513140555739</id><published>2007-11-29T11:45:00.000-05:00</published><updated>2007-11-29T12:12:41.141-05:00</updated><title type='text'>FG Point Density Optimization</title><content type='html'>Just a quick note to help speed up hires renders that use FinalGather.  The new method is easier to setup in maya 8 and 2008.  Accuracy can now often be left at low levels like the default of 100 and still provide smooth results, but some things to keep in mind regarding the new method...&lt;br /&gt;&lt;br /&gt;a point density of 1 relates to the default layout of FG points.  These points are normally set in a hexagonal sort of layout (really just offset rows) every 10 pixels or so.  The "Point Density" value adjusts this.  The default value of 1 is usually a very fine starting place, and many may never have to change the Point Density value.  However, as resolutions get larger, and much larger for print images, this can be detrimental.  The number of FG points that are created is &lt;span style="font-weight: bold;"&gt;resolution dependent.  &lt;/span&gt;The larger your image, the more FG points will be added (still every 10 pixels or so).  This is normally a wise thing, as the larger you render, the more FG detail you should need.&lt;br /&gt;&lt;br /&gt;In practice, however, you probably don't need all the FG point detail (Density) you did for your lowres tests.  Something that is nice to know is the following relationship:&lt;br /&gt;&lt;br /&gt;If you double your image size (from 640 to 1280 for example) you are squaring the number of FG points.  2x2... if you leave your density at 1.  If you quarter the density to .25, you will exactly match the FG points used in your 640 render.  Since the render is now larger, your FG solution will probably not be quite detailed enough.  A nice compromise might be to set Point Density to .5 thereby doubling (but not squaring) your FG points.  This could provide much faster FG performance for higher res renders.&lt;br /&gt;&lt;br /&gt;1280 is not a very hires render, so this example may not provide very high quality... but it illustrates an optimization that can make a huge difference for print-res renders (if you're into that sort of thing).  If I'm rendering a print res at 10x640 (or 6400 pixels wide), that's a LOT of FG points.  I would plug .01 into density to match the same FG points used in my 640 test.  This will obviously look poor, but the render would be very fast.  Finding the right relationship may be a bit of trial and error, but there is certainly a medium number of points that will retain enough FG detail, and still allow for fast rendertimes.  I might start a 6400 render at a density of .1  for a nice speed optimization.&lt;br /&gt;&lt;br /&gt;Good luck.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-2778656513140555739?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/2778656513140555739/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=2778656513140555739' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/2778656513140555739'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/2778656513140555739'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2007/11/final-gathering.html' title='FG Point Density Optimization'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-6268569869089809898</id><published>2007-11-15T16:06:00.000-05:00</published><updated>2007-11-15T16:31:24.379-05:00</updated><title type='text'>Universe = Doily?</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_oaAarvTLAq0/Rzy6j2C6MDI/AAAAAAAAADI/WIq4E7LDlfw/s1600-h/e8plane_sm.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://4.bp.blogspot.com/_oaAarvTLAq0/Rzy6j2C6MDI/AAAAAAAAADI/WIq4E7LDlfw/s200/e8plane_sm.jpg" alt="" id="BLOGGER_PHOTO_ID_5133182800261427250" border="0" /&gt;&lt;/a&gt;Every once in a while, I'm bound to post things I'm interested in, that may not be about 3d lighting...&lt;br /&gt;&lt;br /&gt;Given the nerd factor of anyone that might read this blog, I'm guessing no-one will be bothered much.  My occasional off-topic posts (like this one) should still be of interest to said readers.&lt;br /&gt;&lt;br /&gt;This guy,  Garrett Lisi seems to have a basis for a unified theory of the universe that includes gravity, does not include 11+ dimensions, and in general has simplicity and elegance that say a certain fibourous, loopy theory does not.  While this &lt;a href="http://www.telegraph.co.uk/earth/main.jhtml?xml=/earth/2007/11/14/scisurf114.xml&amp;amp;CMP=ILC-mostviewedbox"&gt;article&lt;/a&gt; isn't heavy on the science, it is inspiring!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-6268569869089809898?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/6268569869089809898/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=6268569869089809898' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/6268569869089809898'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/6268569869089809898'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2007/11/universe-doily.html' title='Universe = Doily?'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_oaAarvTLAq0/Rzy6j2C6MDI/AAAAAAAAADI/WIq4E7LDlfw/s72-c/e8plane_sm.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-3397379725851835490</id><published>2007-11-11T22:51:00.001-05:00</published><updated>2007-11-12T17:32:37.876-05:00</updated><title type='text'>Portal Light: Part 2</title><content type='html'>To continue my portal examples, I'll delve into it's real power.  When you use mib_portal_light, you can also pipe something into its environment slot, if you want anything other than an efficient area light.  A very basic example is mib_blackbody.  Blackbody is a scientific term mental ray uses for &lt;a href="http://en.wikipedia.org/wiki/Color_temperature"&gt;&lt;span style="font-weight: bold;"&gt;color temperature&lt;/span&gt;&lt;/a&gt;.  Below, blackbody is plugged into the environment slot of the portal_light.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_oaAarvTLAq0/RzfN0UXld8I/AAAAAAAAACQ/TS7yekS8xdU/s1600-h/blackbodyGraph.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_oaAarvTLAq0/RzfN0UXld8I/AAAAAAAAACQ/TS7yekS8xdU/s400/blackbodyGraph.jpg" alt="" id="BLOGGER_PHOTO_ID_5131796599116494786" border="0" /&gt;&lt;/a&gt;The temperature settings are in Kelvin.  Temp settings that should be familiar are 6500 (daylight) and 2800 (tungsten - incandescent).&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_oaAarvTLAq0/RzfRtEXleBI/AAAAAAAAAC4/cc4n_OM8o1o/s1600-h/daylight.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_oaAarvTLAq0/RzfRtEXleBI/AAAAAAAAAC4/cc4n_OM8o1o/s400/daylight.jpg" alt="" id="BLOGGER_PHOTO_ID_5131800872608954386" border="0" /&gt;&lt;/a&gt;6500 daylight&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_oaAarvTLAq0/RzfN_EXld-I/AAAAAAAAACg/3Af4tYBjI0k/s1600-h/tungsten.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_oaAarvTLAq0/RzfN_EXld-I/AAAAAAAAACg/3Af4tYBjI0k/s400/tungsten.jpg" alt="" id="BLOGGER_PHOTO_ID_5131796783800088546" border="0" /&gt;&lt;/a&gt;2800  tungsten&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_oaAarvTLAq0/RzfODUXld_I/AAAAAAAAACo/P_9YAHDw6d4/s1600-h/tvScreen9500.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_oaAarvTLAq0/RzfODUXld_I/AAAAAAAAACo/P_9YAHDw6d4/s400/tvScreen9500.jpg" alt="" id="BLOGGER_PHOTO_ID_5131796856814532594" border="0" /&gt;&lt;/a&gt;9300 tv screen&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;This is a good way to imitate photographic white balance differences, but most likely, you'll just want to make pretty images with white balance set to neutral or daylight.  So another more interesting example, is to use the portal light in conjunction with the physical sun/sky system.  You don't have to plug it directly into the portal.  This will enable higher FG accuracy with fewer rays.  Below is an example. &lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_oaAarvTLAq0/RzfOIUXleAI/AAAAAAAAACw/O55IWmwwBrQ/s1600-h/physSunPortal.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_oaAarvTLAq0/RzfOIUXleAI/AAAAAAAAACw/O55IWmwwBrQ/s400/physSunPortal.jpg" alt="" id="BLOGGER_PHOTO_ID_5131796942713878530" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;The portal light allows the entire environment both direct sun and indirect sky, to act as a soft direct light.  Along with that, comes accurate area shadows as well as improved FG.  The mental ray architecural docs have some great info about this and should be ingested if  you want to take this further.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-3397379725851835490?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/3397379725851835490/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=3397379725851835490' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/3397379725851835490'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/3397379725851835490'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2007/11/portal-light-part-2.html' title='Portal Light: Part 2'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_oaAarvTLAq0/RzfN0UXld8I/AAAAAAAAACQ/TS7yekS8xdU/s72-c/blackbodyGraph.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-782471234028633450</id><published>2007-11-11T20:56:00.000-05:00</published><updated>2007-11-11T22:23:22.161-05:00</updated><title type='text'>Portal Light: Part 1</title><content type='html'>So, I've been fiddling with the new Portal Light shader in Maya2008.  Heard about it in the promo materials, and wanted to see what it did.  Well, it's pretty useful.  Here's the run-down:&lt;br /&gt;&lt;br /&gt;mib_portal_light functions as a tool to focus FG rays.  At it's most basic level, it can improve performance and quality for the age-old architectural lighting trick of placing area lights in windows.  This trick has long been a way to imitate indirect soft lighting from window sources, in an otherwise dark room.  Here is an example:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_oaAarvTLAq0/RzfCTUXld2I/AAAAAAAAABQ/RdO3FcS8hUA/s1600-h/PortalBefore.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_oaAarvTLAq0/RzfCTUXld2I/AAAAAAAAABQ/RdO3FcS8hUA/s400/PortalBefore.jpg" alt="" id="BLOGGER_PHOTO_ID_5131783937552906082" border="0" /&gt;&lt;/a&gt;The above image uses 2 area lights scaled to the windows.  Each has identical settings, as seen below.  I also used a single bounce in my FG options.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_oaAarvTLAq0/Rze-6UXldyI/AAAAAAAAAAw/8OzI0bcTvEs/s1600-h/SettingsBefore.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_oaAarvTLAq0/Rze-6UXldyI/AAAAAAAAAAw/8OzI0bcTvEs/s400/SettingsBefore.jpg" alt="" id="BLOGGER_PHOTO_ID_5131780209521293090" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;So that is pretty traditional.  The quality shown is low, so most users would push the FG quality up far beyond default (the above render is defualt FG settings btw).  They might also use some FG filtering.  Quickly your render tests will become coffee breaks with such wasted rays;)&lt;br /&gt;&lt;br /&gt;So now for the portal light.  in Maya2008, this is a light shader and should be connected to an area light.  Here are the connections.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_oaAarvTLAq0/RzfAakXld0I/AAAAAAAAABA/y00-XdtApWg/s1600-h/Connections.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_oaAarvTLAq0/RzfAakXld0I/AAAAAAAAABA/y00-XdtApWg/s400/Connections.jpg" alt="" id="BLOGGER_PHOTO_ID_5131781863083702082" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_oaAarvTLAq0/RzfAUkXldzI/AAAAAAAAAA4/kcSgOXh9Me8/s1600-h/connectionsGraph.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_oaAarvTLAq0/RzfAUkXldzI/AAAAAAAAAA4/kcSgOXh9Me8/s400/connectionsGraph.jpg" alt="" id="BLOGGER_PHOTO_ID_5131781760004486962" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;As shown, connect to both the Light shader and the Photon shader.  If you plan to use GI, this is critical.  We'll only really need the light shader, but do it anyway, cause it's only right;)&lt;br /&gt;&lt;br /&gt;The portal_light now becomes the root of your light control.  So I fiddled with the intensity multiplier (set to 5) to imitate the general look of my earlier area lights.  The result is below.  I've also reposted the original image below the new one, to compare.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_oaAarvTLAq0/RzfCAkXld1I/AAAAAAAAABI/xZ2YW0TCpJM/s1600-h/PortalAfter.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_oaAarvTLAq0/RzfCAkXld1I/AAAAAAAAABI/xZ2YW0TCpJM/s400/PortalAfter.jpg" alt="" id="BLOGGER_PHOTO_ID_5131783615430358866" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_oaAarvTLAq0/Rze-RkXldxI/AAAAAAAAAAo/2lHjwW1MNkY/s1600-h/PortalBefore.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_oaAarvTLAq0/Rze-RkXldxI/AAAAAAAAAAo/2lHjwW1MNkY/s400/PortalBefore.jpg" alt="" id="BLOGGER_PHOTO_ID_5131779509441623826" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;You can see the original image has FG issues like discernible ray splotchiness.  The new portal image cleans up these issues with roughly the same render time.&lt;br /&gt;&lt;br /&gt;Now, what is really going on?  The portalLight's greater function is not really being touched on in this tutorial.  It is meant to be used in conjunction with an environment input, like physical sky/sun.  This will be covered in another post.  But here, the portalLight is left without an environment input, so it defaults to a white area light.  It acts as a FG focus.  normally, FG will send out lots of rays that will only occasionally see the windows.  Portal Light can more efficiently focus those rays.  In this basic setup, it highly reduces the amount of FG rays you need for a quality architectural render.  Thus its value is great, even without going any further.  But further we will go...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-782471234028633450?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/782471234028633450/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=782471234028633450' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/782471234028633450'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/782471234028633450'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2007/11/portal-light-part-1.html' title='Portal Light: Part 1'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_oaAarvTLAq0/RzfCTUXld2I/AAAAAAAAABQ/RdO3FcS8hUA/s72-c/PortalBefore.jpg' height='72' width='72'/><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-1965366244738282957</id><published>2007-11-08T10:41:00.001-05:00</published><updated>2007-11-08T12:38:58.602-05:00</updated><title type='text'>Jeff Lew's Killer Bean Forever</title><content type='html'>I'm truly blown away by the dedication of this guy.  Jeff Lew has been around the CG world for about as long as I have.  I think we're the same age.  Only, I haven't made my own feature film;)  Shame on me.  But I must say I'm truly inspired by his 4+ year journey to make the film, &lt;a href="http://www.killerbeanforever.com/"&gt;Killer Bean Forever&lt;/a&gt;.  Please, if you have any love of animation and brave auteur filmmakers, buy his film when it becomes available.  For now, take a look at the trailer.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.killerbeanforever.com/"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_oaAarvTLAq0/RzMwq0XldwI/AAAAAAAAAAg/NkL7piSiB70/s320/p01_04_s0330.jpg" alt="" id="BLOGGER_PHOTO_ID_5130497912675333890" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_oaAarvTLAq0/RzMwZEXldvI/AAAAAAAAAAY/AuTfcOwmmu8/s1600-h/p01_04_s0330.jpg"&gt;&lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-1965366244738282957?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/1965366244738282957/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=1965366244738282957' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/1965366244738282957'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/1965366244738282957'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2007/11/jeff-lews-killer-bean-forever.html' title='Jeff Lew&apos;s Killer Bean Forever'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_oaAarvTLAq0/RzMwq0XldwI/AAAAAAAAAAg/NkL7piSiB70/s72-c/p01_04_s0330.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-2461315181559001175</id><published>2007-11-07T16:13:00.000-05:00</published><updated>2007-11-07T16:21:37.252-05:00</updated><title type='text'>Gotta Love Them Crazy MentalRay Connections</title><content type='html'>So, MastaZap has a great posting about using the new matteShadow production shaders &lt;a href="http://mentalraytips.blogspot.com/2007/10/production-shader-examples.html"&gt;here&lt;/a&gt;.  Thanks!.  This was a good deal to digest for me the other day, and honestly, I'm not especially pleased with the workflow.  Remembering those connections can be a drag.  Saving them and importing is only so useful in a production, and I'm all about production efficiency...&lt;br /&gt;&lt;br /&gt;So I'm thinking I'll script something to automate the process, with the help of our awesome in-house scriptKid Jeffrey Coe.  I don't have a lot of time to script myself, but I can hand off little macroScripts to him, and he can clean it up, add a UI and make it all sorts of work.&lt;br /&gt;&lt;br /&gt;Hopefully we'll all soon have a streamlined way to use the matteShadow shaders.  I'll post it here if we get anything working decently.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-2461315181559001175?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/2461315181559001175/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=2461315181559001175' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/2461315181559001175'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/2461315181559001175'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2007/11/gotta-love-them-crazy-mentalray.html' title='Gotta Love Them Crazy MentalRay Connections'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-3773034853767198142</id><published>2007-11-06T10:50:00.001-05:00</published><updated>2007-11-06T11:16:06.830-05:00</updated><title type='text'>In Honor of Those That Came Before</title><content type='html'>So, I wanted to make sure to thank some other rendering folks out there that are posting great info.  If for some reason, you haven't already visited these places, I'll remind you here:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://mentalraytips.blogspot.com/"&gt;MasterZap&lt;/a&gt;'s blog has awesome info for mentalRay users.  There are so many directly useful tips there, I feel like I owe him a consulting fee;)&lt;br /&gt;&lt;br /&gt;Also tons of great MR stuff at &lt;a href="http://www.djx.com.au/blog/about/"&gt;David Johnson&lt;/a&gt;'s page.  Of course, Zap posted about this too, but it's an impressive collection of knowledge, and I have to mention it.&lt;br /&gt;&lt;br /&gt;Not specifically MR, but of great value is the site built and maintained by &lt;a href="http://www.neilblevins.com/cg_education/cg_education.htm"&gt;Neil Blevins&lt;/a&gt;.  He's been around (and generously posting tutorials) for a while, and has suitably dark taste.  I like.&lt;br /&gt;&lt;br /&gt;Thanks also go to a new find.  &lt;a href="http://jeffpatton.cgsociety.org/blog/archive/2006"&gt;Jeff Patton&lt;/a&gt;'s blog has plenty to keep you learning for a while.&lt;br /&gt;&lt;br /&gt;That's it for now.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-3773034853767198142?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/3773034853767198142/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=3773034853767198142' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/3773034853767198142'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/3773034853767198142'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2007/11/in-honor-of-those-that-came-before.html' title='In Honor of Those That Came Before'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-8807507948256593344</id><published>2007-11-05T13:11:00.000-05:00</published><updated>2007-11-05T13:33:40.868-05:00</updated><title type='text'>Rendering Software and Robots</title><content type='html'>&lt;span style="font-family:trebuchet ms;"&gt;So, here's some background.  It's been years since I've posted anything on the web, and I feel the time has come to (try) to give back a bit, to the gigantic community of rendering crackpots.  I've learned a lot from others' brave blogs, so why not add to the goodness?&lt;br /&gt;&lt;br /&gt;I started out in 3dsMax many years ago, and have long been a huge proponent of scanline rendering.  For efficiency's sake, You would think I would have evloved into Renderman.  You would think wrong... so far.  In 2004 or so, our studio (IDTe/DPS) switched to Maya for feature work, and I have never looked back.  Eventually, mentalRay came standard and the physical accuracy was too enticing to avoid raytracing.  So nowadays, I remain a raytracing fool and keep pusing mentalRay as far as I can.&lt;br /&gt;&lt;br /&gt;In 2005, I started a company with 2 partners called "&lt;a href="http://www.motr.net/"&gt;Millions of tiny Robots&lt;/a&gt;."  It has grown steadily over the years into an exciting CG commercial and print house.  We hope to grow it further into long-form animation as well.  That's the short story.  More later.&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-8807507948256593344?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/8807507948256593344/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=8807507948256593344' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/8807507948256593344'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/8807507948256593344'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2007/11/so-heres-some-background.html' title='Rendering Software and Robots'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2119102662356425520.post-7033232735643676466</id><published>2007-11-04T18:33:00.000-05:00</published><updated>2007-11-05T13:11:42.448-05:00</updated><title type='text'>Thus begins the 3dLight blog</title><content type='html'>&lt;span style="font-family:trebuchet ms;"&gt;Well, I've decided to create some blog info about my favorite stuff... lighting in 3d.  It has been years since I've run the popular 3dlight.com website, and it was always a pain to update.  So a blog makes more sense.  3dlight once hosted a number of tutorials and shaders that have since gone away.  Perhaps I'll repost some of that old stuff... but it would need some updating.  I know I'm a bit behind the times, as I'm only discovering blogs now... oh well.&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2119102662356425520-7033232735643676466?l=3dlight.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dlight.blogspot.com/feeds/7033232735643676466/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2119102662356425520&amp;postID=7033232735643676466' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/7033232735643676466'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2119102662356425520/posts/default/7033232735643676466'/><link rel='alternate' type='text/html' href='http://3dlight.blogspot.com/2007/11/thus-begins-3dlight-blog.html' title='Thus begins the 3dLight blog'/><author><name>Andrew</name><uri>http://www.blogger.com/profile/06262142087459150114</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
