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<channel>
	<title>Deex &#187; 3d</title>
	<atom:link href="http://deex.info/wordpress2/tag/3d/feed/" rel="self" type="application/rss+xml" />
	<link>http://deex.info/wordpress2</link>
	<description>Le blog de Damien BATAILLE</description>
	<lastBuildDate>Mon, 10 May 2010 19:26:48 +0000</lastBuildDate>
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			<item>
		<title>Deex Shaders Pack v2 is here&#8230;</title>
		<link>http://deex.info/wordpress2/2010/05/deex-shaders-pack-v2-is-here/</link>
		<comments>http://deex.info/wordpress2/2010/05/deex-shaders-pack-v2-is-here/#comments</comments>
		<pubDate>Sun, 09 May 2010 22:24:56 +0000</pubDate>
		<dc:creator>delphine</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[buffers]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[diffuse]]></category>
		<category><![CDATA[hypershade]]></category>
		<category><![CDATA[image]]></category>
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		<category><![CDATA[maya]]></category>
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		<category><![CDATA[rendu]]></category>
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		<guid isPermaLink="false">http://deex.info/wordpress2/?p=923</guid>
		<description><![CDATA[Deex Shaders Pack v2 is here !
]]></description>
			<content:encoded><![CDATA[<p><a href="http://deex.info/wordpress2/tools/deex-shaders-pack/">Deex Shaders Pack v2 is here !</a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Multi shaders or textures in one mesh/object</title>
		<link>http://deex.info/wordpress2/2010/03/multi-shaders-or-textures-in-one-meshobject/</link>
		<comments>http://deex.info/wordpress2/2010/03/multi-shaders-or-textures-in-one-meshobject/#comments</comments>
		<pubDate>Sun, 28 Mar 2010 18:55:24 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[DeexFastBuffersOutput]]></category>
		<category><![CDATA[diffuse]]></category>
		<category><![CDATA[layers]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[spec]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress2/?p=872</guid>
		<description><![CDATA[Hi,
Here a little trick to show you how we can connect multiple shaders or texture on one mesh/object.
I use this technique in production, when the animation guy give me one mesh with a cache.
The scene :
A chair, with 5 shaders (red, blue, yellow, green, white).

UVs :
We have 5 shaders, so, we must set all UV [...]]]></description>
			<content:encoded><![CDATA[<p>Hi,<br />
Here a little trick to show you how we can connect multiple shaders or texture on one mesh/object.<br />
I use this technique in production, when the animation guy give me one mesh with a cache.</p>
<p><span style="text-decoration: underline;"><strong>The scene :</strong></span><br />
A chair, with 5 shaders (red, blue, yellow, green, white).</p>
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by Wordpress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by Wordpress Multibox Plugin v1.3.5" title="powered by Wordpress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_193341.jpg"  class="wmp" id="wmp14"><img class="aligncenter size-medium wp-image-873" title="2010-03-28_193341" src="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_193341-300x279.jpg" alt="" width="300" height="279" /></a><span style="text-decoration: underline;"><strong>UVs :</strong></span></p>
<p>We have 5 shaders, so, we must set all UV in 5 &#8220;UV space&#8221; in the same UVset. See the image, you will understand :</p>
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by Wordpress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by Wordpress Multibox Plugin v1.3.5" title="powered by Wordpress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_194236.jpg"  class="wmp" id="wmp15"><img class="aligncenter size-medium wp-image-874" title="2010-03-28_194236" src="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_194236-300x127.jpg" alt="" width="300" height="127" /></a></p>
<p>To move you uv, you can use this mel :</p>
<p><em>polyEditUV -u 0 -v -1 </em>for UV space U 0 and V -1 (red here)</p>
<p>If you want move you UV like &#8220;blue&#8221; space, you must select your UV and write : <em>polyEditUV -u -1 -v -1</em></p>
<p>Yellow : <em>polyEditUV -u -1 -v 0</em></p>
<p>etc etc&#8230;</p>
<p>After that, combine all meshs in one mesh.</p>
<p><span style="text-decoration: underline;"><strong>Build your &#8220;one&#8221; shader :</strong></span></p>
<p>We will start to merge the &#8220;white&#8221; shader and the &#8220;yellow&#8221; shader.</p>
<p>To do this, we use the &#8220;blendColor&#8221; utility.</p>
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by Wordpress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by Wordpress Multibox Plugin v1.3.5" title="powered by Wordpress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_195208.jpg"  class="wmp" id="wmp16"><img class="aligncenter size-full wp-image-876" title="2010-03-28_195208" src="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_195208.jpg" alt="" width="148" height="193" /></a>When the blender attribut in the blendColor utility is set to 1, we have the color 1. When is set to 0, we have the color 2.</p>
<p>Create a ramp with one white color, and a dark default color.</p>
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by Wordpress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by Wordpress Multibox Plugin v1.3.5" title="powered by Wordpress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_195840.jpg"  class="wmp" id="wmp17"><img class="aligncenter size-medium wp-image-877" title="2010-03-28_195840" src="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_195840-239x300.jpg" alt="" width="239" height="300" /></a>Now select the &#8220;place2dTexture&#8221; from your ramp, uncheck wrap U, unckeck wrap V.</p>
<p>In the translate frame attribut, set the same value like you UV space for every shaders.</p>
<p>For example, for the &#8220;yellow shader&#8221;, we set the value to -1 and 0.</p>
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_200412.jpg"  class="wmp" id="wmp18"><img class="aligncenter size-medium wp-image-878" title="2010-03-28_200412" src="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_200412-300x182.jpg" alt="" width="300" height="182" /></a>When we do this, we have a white color in the -1,  0 UV space, and a black color in other UV space.</p>
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by Wordpress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by Wordpress Multibox Plugin v1.3.5" title="powered by Wordpress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_200644.jpg"  class="wmp" id="wmp19"><img class="aligncenter size-medium wp-image-879" title="2010-03-28_200644" src="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_200644-300x199.jpg" alt="" width="300" height="199" /></a>Now it is simple, connect the outColorR (or B or G) of the ramp to blender attribut of the blendColors.</p>
<p>And connect the output of the blendColors to a surfaceShader. Apply the surface shader in your object, here, my chair.</p>
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by Wordpress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by Wordpress Multibox Plugin v1.3.5" title="powered by Wordpress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_201458.jpg"  class="wmp" id="wmp20"><img class="aligncenter size-medium wp-image-880" title="2010-03-28_201458" src="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_201458-300x93.jpg" alt="" width="300" height="93" /></a>If your render your image, you will have this :</p>
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_201625.jpg"  class="wmp" id="wmp21"><img class="aligncenter size-medium wp-image-881" title="2010-03-28_201625" src="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_201625-300x231.jpg" alt="" width="300" height="231" /></a>So, connect your &#8220;yellow&#8221; shader in the red slot (color 1) on the blendColor utility.</p>
<p>Now in the blue slot, you will connect and other blendColor utility (blendColor2).</p>
<p>Now we must apply the green shader.</p>
<p>Create a white ramp, default color to black, uncheck wrap U, wrap V, and set the value of the translate frame to 1, -1.</p>
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by Wordpress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by Wordpress Multibox Plugin v1.3.5" title="powered by Wordpress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_202321.jpg"  class="wmp" id="wmp22"><img class="aligncenter size-medium wp-image-882" title="2010-03-28_202321" src="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_202321-300x199.jpg" alt="" width="300" height="199" /></a>Like before, connect this ramp on the blender attribut of the blendColor2.</p>
<p>In the color 1, connect your green shader.</p>
<p>Your will have this :</p>
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_203008.jpg"  class="wmp" id="wmp23"><img class="aligncenter size-medium wp-image-883" title="2010-03-28_203008" src="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_203008-300x241.jpg" alt="" width="300" height="241" /></a>
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by Wordpress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by Wordpress Multibox Plugin v1.3.5" title="powered by Wordpress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_203103.jpg"  class="wmp" id="wmp24"><img class="aligncenter size-medium wp-image-884" title="2010-03-28_203103" src="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_203103-300x231.jpg" alt="" width="300" height="231" /></a>Now continu with the same logic on all UV space and you will have this :</p>
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_203815.jpg"  class="wmp" id="wmp25"><img class="aligncenter size-full wp-image-885" title="2010-03-28_203815" src="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_203815.jpg" alt="" width="259" height="247" /></a></p>
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_203828.jpg"  class="wmp" id="wmp26"><img class="aligncenter size-medium wp-image-886" title="2010-03-28_203828" src="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_203828-300x231.jpg" alt="" width="300" height="231" /></a></p>
<p>Enjoy !</p>
<p>This trick work also for texture map.</p>
<p style="text-align: center;"><a class="downloadlink dlimg" href="http://deex.info/wordpress2/wp-content/plugins/download-monitor/download.php?id=19" title="Version 1 téléchargé 70 fois" ><img src="http://deex.info/wordpress2/wp-content/plugins/download-monitor/img/download.gif" alt="Téléchargement multi shaders Version 1" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://deex.info/wordpress2/2010/03/multi-shaders-or-textures-in-one-meshobject/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Test with my Deex shader pack and the classroom</title>
		<link>http://deex.info/wordpress2/2010/02/test-with-my-deex-shader-pack-and-the-classroom/</link>
		<comments>http://deex.info/wordpress2/2010/02/test-with-my-deex-shader-pack-and-the-classroom/#comments</comments>
		<pubDate>Sun, 07 Feb 2010 16:23:54 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[compo]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[deex]]></category>
		<category><![CDATA[diffuse]]></category>
		<category><![CDATA[image]]></category>
		<category><![CDATA[layers]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mental]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[pass]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[rendu]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[spec]]></category>
		<category><![CDATA[tool]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress2/?p=764</guid>
		<description><![CDATA[Hi,
Here a test with my shader and the classroom.
Workflow :
- linear
- skyportal
- color bleeding
- exr multichannel with my shaders



Here all pass :



Here the compositing : Beauty = diffuse_level * (diffuse_raw + indirect_post_ao) + refl_result + refr_result + spec_result



]]></description>
			<content:encoded><![CDATA[<p>Hi,</p>
<p>Here a test with my shader and the classroom.</p>
<p>Workflow :<br />
- linear<br />
- skyportal<br />
- color bleeding<br />
- exr multichannel with my shaders</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/02/deexclassroom.jpg"  class="wmp" id="wmp30"><img class="size-medium wp-image-761    aligncenter" title="deexclassroom" src="http://deex.info/wordpress2/wp-content/uploads/2010/02/deexclassroom-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p style="text-align: left;">Here all pass :</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/02/allpass.jpg"  class="wmp" id="wmp31"><img class="aligncenter size-medium wp-image-762" title="allpass" src="http://deex.info/wordpress2/wp-content/uploads/2010/02/allpass-300x113.jpg" alt="" width="300" height="113" /></a></p>
<p style="text-align: left;">Here the compositing : Beauty = diffuse_level * (diffuse_raw + indirect_post_ao) + refl_result + refr_result + spec_result</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/02/2010-02-07_162638.jpg"  class="wmp" id="wmp32"><img class="aligncenter size-medium wp-image-763" title="2010-02-07_162638" src="http://deex.info/wordpress2/wp-content/uploads/2010/02/2010-02-07_162638-296x300.jpg" alt="" width="296" height="300" /></a></p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Deex Shaders Pack</title>
		<link>http://deex.info/wordpress2/tools/deex-shaders-pack/</link>
		<comments>http://deex.info/wordpress2/tools/deex-shaders-pack/#comments</comments>
		<pubDate>Sat, 16 Jan 2010 17:21:34 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
				<category><![CDATA[Non classé]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[buffers]]></category>
		<category><![CDATA[buffers_api]]></category>
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		<category><![CDATA[buffers_write]]></category>
		<category><![CDATA[deex]]></category>
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		<category><![CDATA[maya]]></category>
		<category><![CDATA[maya 2009]]></category>
		<category><![CDATA[megatk]]></category>
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		<category><![CDATA[zdeph]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress2/?page_id=734</guid>
		<description><![CDATA[


Deex Shaders Pack V2

Deex shaders Pack is a collection of shaders with buffers output pass in &#8220;one&#8221; click for MentalRay.
You can output all pass quickly like : diffuse, specular, reflection&#8230;
This pack is based on the p_shaders from Ledin Pavel aka Puppet. Thank you Pavel.
Thank to FEVRIER Dorian for the help for the compilation of the [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deex_shader_packs.jpg"  class="wmp" id="wmp48"><img class="size-full wp-image-735   aligncenter" title="deex_shader_packs" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deex_shader_packs.jpg" alt="" width="400" height="100" /></a></p>
<h2 style="text-align: center;"><span style="color: #00ccff;">Deex Shaders Pack V2<br />
</span></h2>
<p style="text-align: left;">Deex shaders Pack is a collection of shaders with buffers output pass in &#8220;one&#8221; click for MentalRay.</p>
<p style="text-align: left;">You can output all pass quickly like : diffuse, specular, reflection&#8230;</p>
<p style="text-align: left;">This pack is based on the <a href="http://www.puppet.tfdv.com/download/shaders_p_e.shtml" target="_blank">p_shaders</a> from Ledin Pavel aka Puppet. Thank you Pavel.</p>
<p style="text-align: left;">Thank to <a href="http://www.fevrierdorian.com/blog/" target="_blank">FEVRIER Dorian</a> for the help for the compilation of the version 2.</p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span style="color: #ff0000;">In this shaders pack :</span></span></h3>
<p><span style="text-decoration: underline;"><span style="color: #ff0000;"><br />
</span></span></p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/packimage2.jpg"  class="wmp" id="wmp49"><img class="size-full wp-image-747 aligncenter" title="packimage2" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/packimage2.jpg" alt="" width="201" height="245" /></a></p>
<p style="text-align: center;">
<p style="text-align: left;">
<p style="text-align: left;"><span style="text-decoration: underline;"><strong><span style="color: #000000;">Shaders :</span></strong></span></p>
<p style="text-align: left;"><strong>- deeX_Buffer_writter :<br />
</strong></p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/2010-01-16_180738.jpg"  class="wmp" id="wmp50"><br />
</a></p>
<p style="text-align: left;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_Buffer_writter.jpg"  class="wmp" id="wmp51"><img class="aligncenter size-medium wp-image-907" title="deeX_Buffer_writter" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_Buffer_writter-144x300.jpg" alt="" width="144" height="300" /></a>It is a simple constant/surface shader to build your custom pass if you want !</p>
<p style="text-align: left;"><strong>- deeX_mi_car_paint :</strong></p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mi_car_paint.jpg"  class="wmp" id="wmp52"><img class="aligncenter size-medium wp-image-908" title="deeX_mi_car_paint" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mi_car_paint-144x300.jpg" alt="" width="144" height="300" /></a></p>
<p style="text-align: left;">Like mi_car_paint_phen with outputs.</p>
<p style="text-align: left;">You can upgrade your shader to mi_car_paint_phen_x in one click.</p>
<p style="text-align: left;"><strong>- deeX_mi_metallic_paint :</strong></p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mi_metallic_paint.jpg"  class="wmp" id="wmp53"><img class="aligncenter size-medium wp-image-909" title="deeX_mi_metallic_paint" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mi_metallic_paint-144x300.jpg" alt="" width="144" height="300" /></a></p>
<p style="text-align: left;">Like mi_metallic_paint with outputs.</p>
<p style="text-align: left;">You can upgrade your shader to mi_metallic_paint_x in one click.</p>
<p style="text-align: left;"><strong>- deeX_mia_material :</strong></p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mia_material.jpg"  class="wmp" id="wmp54"><img class="aligncenter size-medium wp-image-910" title="deeX_mia_material" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mia_material-144x300.jpg" alt="" width="144" height="300" /></a></p>
<p style="text-align: left;">Like mia_material_x with outputs.</p>
<p style="text-align: left;">You can upgrade your shader to mia_material_x in one click.</p>
<p style="text-align: left;"><strong>- deeX_misss_fast_shader :</strong></p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_misss_fast_shader.jpg"  class="wmp" id="wmp55"><img class="aligncenter size-medium wp-image-911" title="deeX_misss_fast_shader" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_misss_fast_shader-144x300.jpg" alt="" width="144" height="300" /></a></p>
<p style="text-align: left;">Like misss_fast_shader with outputs.</p>
<p style="text-align: left;">You can upgrade your shader to misss_fast_shader_x in one click.</p>
<p style="text-align: left;">Be careful : do not forget to create/connect your lightmap network !</p>
<p style="text-align: left;"><strong>- deeX_Buffers_pass :</strong></p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_Buffers_pass.jpg"  class="wmp" id="wmp56"><img class="aligncenter size-medium wp-image-912" title="deeX_Buffers_pass" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_Buffers_pass-144x300.jpg" alt="" width="144" height="300" /></a></p>
<p style="text-align: left;">It is the shader for output your pass. Create a &#8220;dummy&#8221; geometry (like a polygon cube), connect this shader in the transform of your cube &#8212;-&gt; mentalray &#8212;-&gt; geometry shader.</p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><strong>Version 2 :</strong></span></h3>
<p><span style="text-decoration: underline;"><strong><br />
</strong></span></p>
<p style="text-align: left;">- code optimized with the new code of p_shaders from Pavel</p>
<p style="text-align: left;">- you can save in deex_exr_saver with many compression and nice name in the exr :</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/exr_compress.jpg"  class="wmp" id="wmp57"><img class="aligncenter size-medium wp-image-913" title="exr_compress" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/exr_compress-300x111.jpg" alt="" width="300" height="111" /></a></p>
<p style="text-align: left;">-  you can choose virtual buffers :</p>
<p style="text-align: left;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/virtualfb.jpg"  class="wmp" id="wmp58"><img class="aligncenter size-medium wp-image-914" title="virtualfb" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/virtualfb-300x69.jpg" alt="" width="300" height="69" /></a>- you can gamma correct all shaders in one click for linear workflow :</p>
<p style="text-align: left;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/gamma_correct.jpg"  class="wmp" id="wmp59"><img class="aligncenter size-medium wp-image-915" title="gamma_correct" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/gamma_correct-300x169.jpg" alt="" width="300" height="169" /></a>- you can check outputs in one click :</p>
<p style="text-align: left;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/automate_output.jpg"  class="wmp" id="wmp60"><img class="aligncenter size-medium wp-image-916" title="automate_output" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/automate_output-297x300.jpg" alt="" width="297" height="300" /></a>- add 10 extras buffers for all shaders to create mask or other :</p>
<p style="text-align: left;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/extrabuffers02.jpg"  class="wmp" id="wmp61"><img class="aligncenter size-medium wp-image-917" title="extrabuffers02" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/extrabuffers02-144x300.jpg" alt="" width="144" height="300" /></a>- you can check extras buffers in one click :</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/extrabuffers01.jpg"  class="wmp" id="wmp62"><img class="aligncenter size-medium wp-image-918" title="extrabuffers01" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/extrabuffers01-300x132.jpg" alt="" width="300" height="132" /></a></p>
<p style="text-align: left;"><strong><strong><strong><span style="text-decoration: underline;">Version 2.01 :</span></strong></strong></strong></p>
<p><strong><strong> </strong></strong>- fix pass with cutout opacity in  deeX_mia_material<br />
- fix error in gamma linear button in deeX_buffers_pass<br />
- add renderLayer overide on the name of the image in the  deeX_buffers_pass<br />
- reorder short name of all deex shader</p>
<p style="text-align: left;"><span style="text-decoration: underline;"><strong>Trick :</strong></span></p>
<p style="text-align: left;">To convert all mia_material (_x(_passes)) in deex_mia_material :</p>
<p style="text-align: left;">
<pre class="brush: jscript;">
source &quot;AEupgradeMiShader&quot;;
string $malistes2[] = `ls -type &quot;mia_material&quot; -type &quot;mia_material_x&quot; -type &quot;mia_material_x_passes&quot; `;
string $montruc;
for ($montruc in $malistes2 )
{
 AEdoMiShaderConversion $montruc deeX_mia_material _deex;
}
</pre>
<p style="text-align: left;">
<p style="text-align: left;"><strong> </strong></p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span style="color: #ff0000;">Download :</span></span></h3>
<p><span style="text-decoration: underline;"><span style="color: #ff0000;"><br />
</span></span></p>
<p>Here all sources of deex shaders : <a href="http://bitbucket.org/narann/deex-shaders-pack/" target="_blank">http://bitbucket.org/narann/deex-shaders-pack/</a><br />
If someone can compil shaders for Linux, Osx, all maya version, etc   etc&#8230;now you can.<br />
For help for linux and osx version, you can see the make file of   p_shaders.</p>
<p>Obviously, if someone compil shaders for other platform, share with   everyone&#8230;</p>
<p style="text-align: left;">10/05/2010 : actually, this shaders pack is compiled for</p>
<p style="text-align: left;">- win64 Maya 2009/2010/2011.</p>
<p style="text-align: left;">- win32 Maya 2009/2010/2011</p>
<p style="text-align: center;"><code><a class="downloadlink dlimg" href="http://deex.info/wordpress2/wp-content/plugins/download-monitor/download.php?id=17" title="Version 2.011 téléchargé 1049 fois" ><img src="http://deex.info/wordpress2/wp-content/plugins/download-monitor/img/download.gif" alt="Téléchargement Deex Shaders Pack Version 2.011" /></a></code></p>
<p style="text-align: left;">
<p style="text-align: left;">
]]></content:encoded>
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		<slash:comments>12</slash:comments>
		</item>
		<item>
		<title>Vray To Nuke v1.0</title>
		<link>http://deex.info/wordpress2/2009/08/vray-to-nuke-v10/</link>
		<comments>http://deex.info/wordpress2/2009/08/vray-to-nuke-v10/#comments</comments>
		<pubDate>Sun, 30 Aug 2009 09:15:14 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[compo]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[deex]]></category>
		<category><![CDATA[diffuse]]></category>
		<category><![CDATA[elements]]></category>
		<category><![CDATA[image]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[pass]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[renderElement]]></category>
		<category><![CDATA[spec]]></category>
		<category><![CDATA[tool]]></category>
		<category><![CDATA[v-ray]]></category>
		<category><![CDATA[vray]]></category>
		<category><![CDATA[vray maya]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress2/?p=720</guid>
		<description><![CDATA[Hello,
I write this script this night. Ths script generate a Nuke save with all renderElement composited.
Just copy the script in your Python path and write in python mode:
import vrayToNuke;vrayToNuke.DB_vraytonuke()



]]></description>
			<content:encoded><![CDATA[<p>Hello,</p>
<p>I write this script this night. Ths script generate a Nuke save with all renderElement composited.</p>
<p>Just copy the script in your Python path and write in python mode:</p>
<p><em>import vrayToNuke;vrayToNuke.DB_vraytonuke()</em></p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/deex-render-tool/deex-vray-to-nuke/" target="_blank"><img class="size-full wp-image-721  aligncenter" title="2009-08-30_110207" src="http://deex.info/wordpress2/wp-content/uploads/2009/08/2009-08-30_110207.jpg"  alt="" width="418" height="249" / class="wmp" id="wmp64"></a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Infos/Astuces en vrac pour Maya 2009</title>
		<link>http://deex.info/wordpress2/2009/06/infosastuces-en-vrac-pour-maya-2009/</link>
		<comments>http://deex.info/wordpress2/2009/06/infosastuces-en-vrac-pour-maya-2009/#comments</comments>
		<pubDate>Thu, 04 Jun 2009 21:21:13 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[deex render tool]]></category>
		<category><![CDATA[diffuse]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[maya 2009]]></category>
		<category><![CDATA[mental]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[pass]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[rendu]]></category>
		<category><![CDATA[spec]]></category>
		<category><![CDATA[zdeph]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress2/?p=687</guid>
		<description><![CDATA[Bonsoir,
Après une longue absence, voici un petit article sur mon expérience sur Maya 2009, les choses à faire, à éviter, à découvrir.
Le rendu dans Maya 2009 :
Comme vous le savez, on peut créer des pass dans Maya 2009. Mais comme vous le savez (la aussi), Autodesk nous réserve de bonnes surprises sur son utilisation.
1) Les [...]]]></description>
			<content:encoded><![CDATA[<p>Bonsoir,</p>
<p>Après une longue absence, voici un petit article sur mon expérience sur Maya 2009, les choses à faire, à éviter, à découvrir.</p>
<h3><span style="color: #ff0000;"><span style="text-decoration: underline;"><strong>Le rendu dans Maya 2009 :</strong></span></span></h3>
<p>Comme vous le savez, on peut créer des pass dans Maya 2009. Mais comme vous le savez (la aussi), Autodesk nous réserve de bonnes surprises sur son utilisation.</p>
<p>1) Les pass ne marchent pas avec tout les shaders/materiaux. Les shaders de &#8220;base&#8221; Maya (lambert, blinn, phong, etc etc) prennent toute les pass.</p>
<p>Les shaders MentalRay : seuls quelques un prennent les pass ! De plus ils ne prennent pas toute les pass (le piège, on se retrouve avec des objets tout noir sur certaines pass&#8230;) !</p>
<p>Ici les shaders MentalRay avec leurs pass supportées :</p>
<p>Le <span class="uis-unspecified">mia_material_x_passes :</span><span class="uis-unspecified"> Beauty</span>, <span class="uis-unspecified">Diffuse</span>, <span class="uis-unspecified">Direct                               Irradiance</span>, <span class="uis-unspecified">Indirect</span>, <span class="uis-unspecified">Reflection</span>, <span class="uis-unspecified">Refraction</span>, <span class="uis-unspecified">Specular</span>, <span class="uis-unspecified">Translucence</span></p>
<p>Le <span class="uis-unspecified">mi_metallic_paint_x_passes : </span><span class="uis-unspecified">Ambient Material Color</span>, <span class="uis-unspecified">Beauty</span>, <span class="uis-unspecified">Diffuse</span>, <span class="uis-unspecified">Direct Irradiance</span>, <span class="uis-unspecified">Indirect</span>, <span class="uis-unspecified">Reflection</span>, <span class="uis-unspecified">Specular</span></p>
<p>Le <span class="uis-unspecified">misss_fast_shader_x_passes : </span><span class="uis-unspecified">Beauty</span>, <span class="uis-unspecified">Diffuse</span>, <span class="uis-unspecified">Direct                               Irradiance</span>, <span class="uis-unspecified">Specular</span></p>
<p>Comme vous le voyez, ça peut devenir ingérable&#8230; Si dans votre scène, vous voulez en rendu une pass de <span class="uis-unspecified">Diffuse Material Color (cette pass rend les couleurs &#8220;bruts&#8221; (comme un surface shader mis partout) de vos couleur, texture, etc etc de votre scène), et que vous avez dans votre scène des shaders Maya (lambert, blinn, etc etc) et des shaders MentalRay (</span><span class="uis-unspecified">mia_material_x_passes, etc etc), eh ben&#8230;.c&#8217;est mort. Vous vous retrouverez avec de magnifiques &#8220;objets noirs&#8221; dans votre pass, la ou il y a vos materiaux MentalRay. Car les matériaux MentalRay ne gérent pas cette pass.</span></p>
<p>Résultat :</p>
<p>- soit vous vous faites une scène avec que des shaders Maya (vive l&#8217;évolution, ou la régression&#8230;)</p>
<p>- soit vous vous faites une scène avec tout les matériaux que vous voulez (du moins les shaders MentalRay qui finissent par &#8220;passes&#8221;), et vous ne sortez que les pass : <span class="uis-unspecified">Beauty</span>, <span class="uis-unspecified">Diffuse</span>, <span class="uis-unspecified">Indirect</span>, <span class="uis-unspecified">Reflection</span>, <span class="uis-unspecified">Refraction</span>, <span class="uis-unspecified">Specular</span>, <span class="uis-unspecified">Translucence (super !).</span></p>
<p>A noté que pour le compositing : beauty = <span class="uis-unspecified">Diffuse</span> + <span class="uis-unspecified">Indirect +</span> <span class="uis-unspecified">Reflection +</span> <span class="uis-unspecified">Refraction +</span> <span class="uis-unspecified">Specular +</span> <span class="uis-unspecified">Translucence</span></p>
<p>Addition = add = plus.</p>
<p>Pour que vos pass aient un alpha, il suffit de mettre 4 channels dans les propriétés de la pass (en double cliquant dessus).</p>
<p>2) La transparence est les pass. C&#8217;est simple, j&#8217;ai jamais réussi à compositer une zone qui à de la transparence avec les pass. Je retombe jamais sur la beauty. Il y a toujours un écart de couleur.</p>
<p>Solution : rendre les objects qui ont de la transparence &#8220;à part&#8221;, avec les renderLayers.</p>
<p>3) Le Zdeph. Pour sortir une pass de Z, on utilise la pass : <span class="uis-unspecified">Camera Depth</span> / <span class="uis-unspecified">Camera                            Depth Remapped.</span></p>
<p>Sauf qu&#8217;il y a une astuce : généralement, la 1ère fois, vous avez une image blanche. Que faut il faire ?</p>
<p>Dans les propriétés de la pass (en double cliquant dessus), vous devez coché &#8220;remap value&#8221;.</p>
<p>Le near clipping plane étant la distance de l&#8217;objet le plus prêt. Pour la mesurer, utiliser le &#8220;mesure tool&#8221; (dans le menu create). Faites de même pour le far, qui représente la distance de l&#8217;objet le plus loin.</p>
<p>Le minimum buffer value, laissez le à 0. Le maximum buffer value, mettez le à <strong>100</strong> ! Et oui, je ne sais pas pourquoi, mais si vous voulez une belle pass de Z, il faut mettre 100. Voilà l&#8217;astuce.</p>
<p>4) Les lens shaders (pour mettre vos gamma à 2.2 par exemple) : toute les pass que vous sortez ne prennent pas en compte le lens shaders. Résultat : c&#8217;est ingérable. Franchement, si vous avez mis un Physical Sky par exemple, un mia_exposure_simple est connecté à votre caméra (c&#8217;est un lens shader). A partir de la, oubliez les pass.</p>
<p>Il y a une &#8220;mini astuce&#8221; qui ne marche qu&#8217;avec un mia_exposure_simple. Le truc est de mettre :</p>
<p>- le pedestal à 0</p>
<p>- le gain à 1</p>
<p>- le knee à 0.5</p>
<p>- la compression à 0</p>
<p>- le gamma à 2.2</p>
<p>Résultat, le lens ne fera qu&#8217;appliquer un gamma 2.2 à votre image. Du coup, au compositing, il suffit de prendre vos pass et de mettre un node de correction de gamma à 2.2 au bout de votre compo pour retomber sur vos pattes =).</p>
<p>Mais, mettre un lens pour monter juste le gamma de l&#8217;image à 2.2 : c&#8217;est nul.</p>
<p>5) La coverage et la labelID pass. Le but d&#8217;une pass est de pouvoir avoir des &#8220;couches de l&#8217;images&#8221; en 1 calcule.</p>
<p>Actuellement, je crois que personne à trouver comment utiliser ces pass en même temps que les autres pass. La seul solution pour les utiliser est de créer un renderLayer, et de mettre votre primary buffer en coverage ou label. Du coup, vu qu&#8217;il y a render layer, il y a 2ème calcul. Question : utilité de ces pass ?</p>
<p>Solution pour avoir vos pass labelID et coverage en 1 calcul : utiliser des outputs shaders dans votre caméra.</p>
<p>Allez dans votre caméra, mentalRay, outputShader. Cliquez sur create, réglez votre framebuffer type en coverage ou labelID. Cochez filemode, choisissez le format et mettez un prefix. Voilà.</p>
<p>Attention, n&#8217;oubliez de mettre un attribut miLabel sur chacun de vos objets pour que ça marche (vive les manipulations pas chiantes&#8230;). Si vous n&#8217;avez pas le courage de faire tout cela (ce que je comprends), utilisez mon outil &#8220;<a href="http://deex.info/wordpress2/deex-render-tool/" target="_blank">Deex Render Tool</a>&#8220;. Vous creez un preset de pass en cochant labelId et coverage, et vous appliquez votre preset. Tout ce fait automatiquement ( <img src='http://deex.info/wordpress2/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  ).</p>
<p>6) MentalRay n&#8217;arrive pas à sortir vos pass en 16bit tiff ( ? ).</p>
<p>7) Dans l&#8217;hypershade, si vous avez créez des writeToColorBuffer et que vous faites &#8220;delete unused nodes&#8221;, Maya efface tout vos writeToColorBuffer, même si ils sont utilisés (ah ah).</p>
<p>Solution : &#8220;locker&#8221; vos nodes pour pas que Maya les efface.</p>
<p>Pour cela, un script : sélectionnez vos nodes, et lancer le script :</p>

<div class="wp_syntax"><div class="code"><pre class="javascript" style="font-family:monospace;">string $selections<span style="color: #009900;">&#91;</span><span style="color: #009900;">&#93;</span> <span style="color: #339933;">=</span> `ls <span style="color: #339933;">-</span>sl`<span style="color: #339933;">;</span>
string $selection<span style="color: #339933;">;</span>
&nbsp;
<span style="color: #000066; font-weight: bold;">for</span> <span style="color: #009900;">&#40;</span>$currentPas <span style="color: #000066; font-weight: bold;">in</span> $selections<span style="color: #009900;">&#41;</span><span style="color: #009900;">&#123;</span>
lockNode <span style="color: #339933;">-</span>lock <span style="color: #CC0000;">1</span> $currentPas<span style="color: #339933;">;</span>
<span style="color: #009900;">&#125;</span></pre></div></div>

<p>Quand vous mettez 1 dans le script, cela &#8220;lock&#8221; les nodes, quand vous mettez 0, cela les débloques.</p>
<p>8 ) Les Nparticules instancer (et les particules instancer, à vérifier), les materiaux qui ont de la réfraction et l&#8217;accelaration method en bsp2 : c&#8217;est simple, ça marche pas. Soit les instances n&#8217;apparaissent pas, soit elles ne prennent pas en compte la réfraction.</p>
<p>Solution : ben ne pas utiliser le bsp2 quand on a des particules instancer (de plus il n&#8217;y a pas qu&#8217;avec la réfraction que ça déconne).</p>
<p>Voilà, j&#8217;espère que cela vous à aider un peu. Si vous repérez d&#8217;autre &#8220;bug&#8221; avec des solutions, des astuces, n&#8217;hésitez pas.</p>
]]></content:encoded>
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		<title>Deex Render Tool : mise à jour v0.75</title>
		<link>http://deex.info/wordpress2/2009/03/deex-render-tool-mise-a-jour-v075/</link>
		<comments>http://deex.info/wordpress2/2009/03/deex-render-tool-mise-a-jour-v075/#comments</comments>
		<pubDate>Fri, 20 Mar 2009 03:55:46 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
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		<guid isPermaLink="false">http://deex.info/wordpress2/?p=651</guid>
		<description><![CDATA[Grosse update en v0.75. Maintenant vous pouvez créer vos propre Pass avec le shader que vous voulez. Toujours en buffer.
Tout est toujours centralisé dans un xml.
L&#8217;idée est que par exemple, vous mettez l&#8217;outil dans un dossier partagé en réseau, le superviseur crée des presets de pass, des shaders, etc etc, et ceux qui font les [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">Grosse update en v0.75. Maintenant vous pouvez créer vos propre Pass avec le shader que vous voulez. Toujours en buffer.<br />
Tout est toujours centralisé dans un xml.<br />
L&#8217;idée est que par exemple, vous mettez l&#8217;outil dans un dossier partagé en réseau, le superviseur crée des presets de pass, des shaders, etc etc, et ceux qui font les rendus n&#8217;ont juste qu&#8217;a appliquer le preset.</p>
<p style="text-align: center;">
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		<title>Deex Render Tool : mise à jour v0.70</title>
		<link>http://deex.info/wordpress2/2009/03/deex-render-tool-mise-a-jour-v070/</link>
		<comments>http://deex.info/wordpress2/2009/03/deex-render-tool-mise-a-jour-v070/#comments</comments>
		<pubDate>Sun, 08 Mar 2009 01:02:35 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
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		<guid isPermaLink="false">http://deex.info/wordpress2/?p=639</guid>
		<description><![CDATA[Mise à jour de l&#8217;outil Deex Render tool.
Bug fix quand on se servait des références avec l&#8217;outil lineair.
Optimisation du code (vous pouvez nommer vos sets, shader lineair comme vous le voulez), ajout de 23 pass spéciales pour les mia_material_x et mia_material_x_passes !



]]></description>
			<content:encoded><![CDATA[<p>Mise à jour de l&#8217;outil Deex Render tool.</p>
<p>Bug fix quand on se servait des références avec l&#8217;outil lineair.</p>
<p>Optimisation du code (vous pouvez nommer vos sets, shader lineair comme vous le voulez), ajout de 23 pass spéciales pour les mia_material_x et mia_material_x_passes !</p>
<p style="text-align: center;">
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		<title>Mise à jour de Deex Render Tool</title>
		<link>http://deex.info/wordpress2/2009/02/mise-a-jour-de-deex-render-tool/</link>
		<comments>http://deex.info/wordpress2/2009/02/mise-a-jour-de-deex-render-tool/#comments</comments>
		<pubDate>Fri, 13 Feb 2009 06:43:42 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
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		<description><![CDATA[Bonjour,
Mise à jour de mon outil Deex Render Tool en version 0.67.
Ajout de la pass Label ID et Coverage automatique (mets un label à vos objets, etc etc&#8230;)
Cliquez sur l&#8217;image :






]]></description>
			<content:encoded><![CDATA[<p>Bonjour,</p>
<p>Mise à jour de mon outil Deex Render Tool en version 0.67.</p>
<p>Ajout de la pass Label ID et Coverage automatique (mets un label à vos objets, etc etc&#8230;)</p>
<p>Cliquez sur l&#8217;image :</p>
<p style="text-align: center;">
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<p><a href="../wordpress2/deex-render-tool/"><img class="size-medium wp-image-533 aligncenter" title="idpass" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/idpass-300x168.jpg"  alt="" width="300" height="168" / class="wmp" id="wmp75"></a></p>
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		<title>Astuce : réglage temps réel de vos lumières.</title>
		<link>http://deex.info/wordpress2/2009/02/astuce-reglage-temps-reel-de-vos-lumieres/</link>
		<comments>http://deex.info/wordpress2/2009/02/astuce-reglage-temps-reel-de-vos-lumieres/#comments</comments>
		<pubDate>Tue, 03 Feb 2009 20:10:16 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
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		<description><![CDATA[Bonsoir,
Aujourd&#8217;hui un petit tutorial qui montre un workflows pour régler vos lumières.
Idéale quand on à des scènes très lourde.
Cliquez sur l&#8217;image :



]]></description>
			<content:encoded><![CDATA[<p>Bonsoir,</p>
<p>Aujourd&#8217;hui un petit tutorial qui montre un workflows pour régler vos lumières.</p>
<p>Idéale quand on à des scènes très lourde.</p>
<p>Cliquez sur l&#8217;image :</p>
<p style="text-align: center;">
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