Category Archive for 'Texturing'

Before you start rendering stuff out, chances are that you”ll have to texture them. Layers, render-trees, procedurals, camera-projections, you might even find a few presets along the way: our contributors are very generous!

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Vintage Softimage – A tribute to Phoenix Tools and Arete

June 4th, 2010 by Stefano Jannuzzo. Viewed 25035 times.

The middle-aged of you will probably remember those names from the 90s. Phoenix Tools was a plugin company for Softimage 3D, and I was one of the founders. We did good and bad, and we eventually closed down in 2002. Arete had an excellent reputation for their ocean and atmospheric library, called Digital Nature Tools. [...]

Bump Filtering in the Rendertree

May 24th, 2008 by Stefano Jannuzzo. Viewed 9511 times.

The current bump node (formerly known as zbump) became very popular for its simplicity, and for its ability to get procedural textures as inputs. However, it has some limitations, for instance not supporting texture pre-filtering, and the fact that its spacing is expressed in world coordinates instead of uv coordinates like the old node. This [...]

Colorspaces in XSI

January 6th, 2007 by Harry Bardak. Viewed 86824 times.

The graphics pipeline from source art to final output is complicated, and requires the artist to work in several different colour spaces along the way. In this article I”ll give a brief overview of colour spaces, and then detail a commonly overlooked area in the texture pipeline where gamma is important.

Mapping Lights

July 13th, 2006 by Stefano Jannuzzo. Viewed 12194 times.

Let”s see how it is possible to texture a spot light”s color based on the angular distance from the spot direction.

The End Of Cluster Materials

December 12th, 2005 by Bernard Lebel. Viewed 35114 times.

ABSTRACT This article is intended more as a tutorial rather than technical or idea discussion. In this article I will explore a few texturing techniques to avoid the use of cluster materials. INTRODUCTION Fundamentally, putting materials on clusters seem to be the most logical approach to put different materials on a single mesh. For example, [...]