PixelCG Podcast

http://www.pixelcg.com/PixelCG_podcasts/PixelCGLogo.jpg

Tips and tricks for all 3D artists who are interested in the field of rendering and digital sculpting.

0 Likes     0 Followers     1 Subscribers

Sign up / Log in to like, follow, recommend and subscribe!

Website
http://pixelcg.com/PixelCG_podcasts/
Description
Tips and tricks for 3D artists who are interested in the field of rendering and digital sculpting.
Language
🇬🇧 English
last modified
2010-09-19 22:43
last episode published
2011-04-06 12:58
publication frequency
66.36 days
Contributors
Ashraf Aiad author  
Ashraf Aiad owner  
Explicit
false
Number of Episodes
12
Rss-Feeds
Detail page
Categories
Technology Education Training Visual Arts Software How-To Arts

Recommendations


Episodes

Date Thumb Title & Description Contributors
6.04.2011

HD - Maya render passes Part 2 | Tutorial

In the second part will look into separating the scene elements in spate passes and incorporating render layers in our work-flow.
Ashraf Aiad author
6.04.2011

HD - Maya render passes Part 1 | Tutorial

Render passes were first introduced in Maya 2009. The terms Render Layers and Render Passes are sometimes used interchangeably. However, this is inaccurate. In this tutorial we will explore how to extract the render passes out of Maya and going through...
Ashraf Aiad author
20.09.2010

HD - Mental Ray mia photometric light node.

In this session we will have a closer look at the mia_photometric_light. This node is not only allowing you to achieve more realistic lighting , but it will also make your GI solution much easier and faster to work with.
Ashraf Aiad author
23.04.2010

HD - Mental Ray Production Library | mip_rayswitch.

In this session we will have a closer look at how to use the mip Shaders, in particular the mip_rayswitch and mip_rayswitch_advanced. This Shader will act as a gateway for the outgoing rays that are bouncing of an object or an environment. For example...
Ashraf Aiad author
22.03.2010

HD - Mental Ray Production Library | mip_grayball.

In this session we will have a closer look at how to use the mip Shaders, in particular the mip_grayball. This is a simple Shader that can be utilized to shade an object via a texture file, very similar to the behavior of Mudbox lit Sphere material. W...
Ashraf Aiad author
22.01.2010

HD - Mental Ray Production Library | mip_gamma_gain.

In this session we will have a closer look at how to use the mip Shaders, in particular the mip_gamma_gain. This is a simple Shader that can be utilized to allow a linear workflow. It can be used either on a texture or on the entire render.
Ashraf Aiad author
7.01.2010

HD - Mental Ray Production Library | mip_render_subset.

In this session we will have a closer look at how to use the mip Shaders, in particular the mip_render_subset. This lens Shader will allow us to re-render an element of your scene without the need to render the entire file. Elements can be defined by ...
Ashraf Aiad author
26.10.2009

HD - Mental Ray Production Library | Compositing 3d elements.

In this session we will have a closer look at how to use the mip Shaders, in particular the mip_rayswitch_environment, the mip_cameramap, and the mip_mirrorball to composite 3d elements onto a live action background.
Ashraf Aiad author
8.10.2009

HD - Mental Ray Production Library | mip_binaryproxy.

In this session we will have a closer look at the mip_binaryproxy and how to use it as an object holder for a complex geometry that will only appear at render time
Ashraf Aiad author
20.09.2009

HD - Mental Ray Production Library | mip_motion_vector.

In this session we will have a closer look at the mip_motion_vector and how to use it in post to get fast render of our motion blur.
Ashraf Aiad author
14.09.2009

HD - Mental Ray Production Library | mip_motionblur.

In this session we will have a closer look at the mip_motionblur and how to use it to speed up our render time when using motion blur.
Ashraf Aiad author
6.04.2009

HD - Mental Ray Production Library | Enabling mip Shaders.

The production Shader library contains a set of Shaders aimed at production users of mental ray. They are hidden by default. In this episode we will explore how to expose these shades in Autodesk Maya.
Ashraf Aiad author