Category Archive for 'Rendering'

Render optimization: a black art that can make delivering the shot a reality. Rendering special effects, BSP tweaking discussions and the mental-ray engine are some of the subjects you may find in the following articles and posts.

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Scripting shaders

August 10th, 2007 by Bernard Lebel. Viewed 27769 times.

ABSTRACT This article is sort of a tutorial-cookbook for scripting beginners. It discusses quick and simple techniques to script minor tasks related to shaders. We will try to focus more on Object Model techniques than Command Model ones. Please feel free to contribute to it if you know better!

About exporting shaders

July 8th, 2007 by Bernard Lebel. Viewed 17179 times.

ABSTRACT This article discusses some of the problems and solutions involved in exporting shaders from XSI, using custom tools and custom file formats. THE INITIAL GOALS At Big Bang I wanted the ability to write materials to XML files (and read them back, of course). This would serve two major purposes. First, it would offer [...]

Points of Light

June 5th, 2007 by Vladimir Jankijevic. Viewed 22790 times.

Some time ago, I stumbled across the MapVIZ node in Maya and was surprised, that Softimage didn’t implement something like this in our beloved software package, XSI. Well, last weekend I decided to code it myself. The first step to take, was to decipher the the file structure of the FG and Photon maps. Since [...]

FCurves As Shading Tools…

March 29th, 2007 by Stefano Jannuzzo. Viewed 13223 times.

Let’s look at a short technique that will allow you to export any custom function curve or scripting math function to a texturable node to be used in the rendertree. Let’s get a curve We start by taking a poly strip, with a 100×1 subdivisions. This will be our “drawing” table. We then make a [...]

Anisotropic Patterns

March 14th, 2007 by Vladimir Jankijevic. Viewed 62121 times.

Generating anisotropic highlights or reflections on polygon objects, was a real pain for many years. We always were jealous of NURBS surfaces which allowed artists to generate anisotropy along UV parametrization. Once polygons received the ability of anisotropic highlights, the users wanted more. Anisotropic reflections have the power to add great deal of realism to [...]