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	<title>Deex &#187; diffuse</title>
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		<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>
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		<category><![CDATA[buffers]]></category>
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		<description><![CDATA[<a href="http://deex.info/wordpress2/tools/deex-shaders-pack/">Deex Shaders Pack v2 is here !</a> <a href="http://www.tumblr.com/share/link?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2010%2F05%2Fdeex-shaders-pack-v2-is-here%2F&#38;name=Deex+Shaders+Pack+v2+is+here%E2%80%A6" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="https://twitter.com/share?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2010%2F05%2Fdeex-shaders-pack-v2-is-here%2F&#38;text=Deex+Shaders+Pack+v2+is+here%E2%80%A6&#38;via=deex" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="mailto:?subject=Deex Shaders Pack v2 is here…&#38;body=http://deex.info/wordpress2/2010/05/deex-shaders-pack-v2-is-here/"></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://deex.info/wordpress2/tools/deex-shaders-pack/">Deex Shaders Pack v2 is here !</a></p>
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		<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>
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		<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). <a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"></a> <a href="http://deex.info/wordpress2/wp-content/uploads/2010/03/2010-03-28_193341.jpg"  class="wmp" id="wmp1"></a> UVs : We have 5 shaders, [...]]]></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 &laquo;&nbsp;UV space&nbsp;&raquo; 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 &laquo;&nbsp;blue&nbsp;&raquo; 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 &laquo;&nbsp;one&nbsp;&raquo; shader :</strong></span></p>
<p>We will start to merge the &laquo;&nbsp;white&nbsp;&raquo; shader and the &laquo;&nbsp;yellow&nbsp;&raquo; shader.</p>
<p>To do this, we use the &laquo;&nbsp;blendColor&nbsp;&raquo; 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 &laquo;&nbsp;place2dTexture&nbsp;&raquo; 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 &laquo;&nbsp;yellow shader&nbsp;&raquo;, 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>
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<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>
<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_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 &laquo;&nbsp;yellow&nbsp;&raquo; 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 193 fois" ><img src="http://deex.info/wordpress2/wp-content/plugins/download-monitor/img/download.gif" alt="Téléchargement multi shaders Version 1" /></a></p>
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		<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>
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		<description><![CDATA[Hi, Here a test with my shader and the classroom. Workflow : - linear - skyportal - color bleeding - exr multichannel with my shaders <a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"></a> <a href="http://deex.info/wordpress2/wp-content/uploads/2010/02/deexclassroom.jpg"  class="wmp" id="wmp27"></a> Here all pass : <a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"></a> <a href="http://deex.info/wordpress2/wp-content/uploads/2010/02/allpass.jpg"  class="wmp" id="wmp28"></a> Here the compositing : Beauty = diffuse_level * (diffuse_raw + indirect_post_ao) + refl_result + refr_result + spec_result <a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"></a> <a href="http://deex.info/wordpress2/wp-content/uploads/2010/02/2010-02-07_162638.jpg"  class="wmp" id="wmp29"></a> <a href="http://www.tumblr.com/share/link?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2010%2F02%2Ftest-with-my-deex-shader-pack-and-the-classroom%2F&#38;name=Test+with+my+Deex+shader+pack+and+the+classroom" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="https://twitter.com/share?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2010%2F02%2Ftest-with-my-deex-shader-pack-and-the-classroom%2F&#38;text=Test+with+my+Deex+shader+pack+and+the+classroom&#38;via=deex" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="mailto:?subject=Test with my Deex shader pack and the classroom&#38;body=http://deex.info/wordpress2/2010/02/test-with-my-deex-shader-pack-and-the-classroom/"></a>]]></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;">
<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/2010/02/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;">
<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/2010/02/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;">
<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/2010/02/2010-02-07_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>
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		<title>Deex Shaders Pack</title>
		<link>http://deex.info/wordpress2/2010/01/deex-shaders-pack/</link>
		<comments>http://deex.info/wordpress2/2010/01/deex-shaders-pack/#comments</comments>
		<pubDate>Sat, 16 Jan 2010 18:39:45 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[buffers]]></category>
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		<guid isPermaLink="false">http://deex.info/wordpress2/?p=749</guid>
		<description><![CDATA[Deex Shaders Pack is here ! <a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"></a> <a href="http://deex.info/wordpress2/deex-shaders-pack/" target="_self"></a> <a href="http://www.tumblr.com/share/link?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2010%2F01%2Fdeex-shaders-pack%2F&#38;name=Deex+Shaders+Pack" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="https://twitter.com/share?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2010%2F01%2Fdeex-shaders-pack%2F&#38;text=Deex+Shaders+Pack&#38;via=deex" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="mailto:?subject=Deex Shaders Pack&#38;body=http://deex.info/wordpress2/2010/01/deex-shaders-pack/"></a>]]></description>
			<content:encoded><![CDATA[<p>Deex Shaders Pack is here !</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/deex-shaders-pack/" target="_self"><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" / class="wmp" id="wmp34"></a></p>
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		<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>
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		<guid isPermaLink="false">http://deex.info/wordpress2/?page_id=734</guid>
		<description><![CDATA[Deex Shaders Pack V2 &#160; Deex shaders Pack is a collection of shaders with buffers output pass in &#171;&#160;one&#160;&#187; click for MentalRay. You can output all pass quickly like : diffuse, specular, reflection&#8230; 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. Thank to <a href="http://www.fevrierdorian.com/blog/" target="_blank">FEVRIER Dorian</a> for the help for the compilation [...]]]></description>
			<content:encoded><![CDATA[<h2 style="text-align: center;"><span style="color: #00ccff;">Deex Shaders Pack V2</span></h2>
<p>&nbsp;</p>
<h2 style="text-align: center;"></h2>
<h2 style="text-align: center;"></h2>
<h2 style="text-align: center;"></h2>
<p>Deex shaders Pack is a collection of shaders with buffers output pass in &laquo;&nbsp;one&nbsp;&raquo; click for MentalRay. You can output all pass quickly like : diffuse, specular, reflection&#8230; 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. 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>&nbsp;</p>
<p><span style="text-decoration: underline;"><span style="color: #ff0000;"><br />
</span></span></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/2010/01/packimage2.jpg"  class="wmp" id="wmp48"><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> <span style="text-decoration: underline;"><strong><span style="color: #000000;">Shaders :</span></strong></span></p>
<p><strong>- deeX_Buffer_writter : </strong></p>
<p><strong></strong>
<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/2010/01/deeX_Buffer_writter.jpg"  class="wmp" id="wmp49"><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><strong>- deeX_mi_car_paint :</strong></p>
<p><strong></strong>
<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/2010/01/deeX_mi_car_paint.jpg"  class="wmp" id="wmp50"><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> Like mi_car_paint_phen with outputs. You can upgrade your shader to mi_car_paint_phen_x in one click.</p>
<p><strong>- deeX_mi_metallic_paint :</strong></p>
<p><strong></strong>
<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/2010/01/deeX_mi_metallic_paint.jpg"  class="wmp" id="wmp51"><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> Like mi_metallic_paint with outputs. You can upgrade your shader to mi_metallic_paint_x in one click.</p>
<p><strong>- deeX_mia_material :</strong></p>
<p><strong></strong>
<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/2010/01/deeX_mia_material.jpg"  class="wmp" id="wmp52"><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> Like mia_material_x with outputs. You can upgrade your shader to mia_material_x in one click.</p>
<p><strong>- deeX_misss_fast_shader :</strong></p>
<p><strong></strong>
<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/2010/01/deeX_misss_fast_shader.jpg"  class="wmp" id="wmp53"><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> Like misss_fast_shader with outputs. You can upgrade your shader to misss_fast_shader_x in one click. Be careful : do not forget to create/connect your lightmap network !</p>
<p><strong>- deeX_Buffers_pass :</strong></p>
<p><strong></strong>
<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/2010/01/deeX_Buffers_pass.jpg"  class="wmp" id="wmp54"><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> It is the shader for output your pass. Create a &laquo;&nbsp;dummy&nbsp;&raquo; 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>- code optimized with the new code of p_shaders from Pavel</p>
<p>- you can save in deex_exr_saver with many compression and nice name in the exr :
<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/2010/01/exr_compress.jpg"  class="wmp" id="wmp55"><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> -  you can choose virtual buffers :
<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/2010/01/virtualfb.jpg"  class="wmp" id="wmp56"><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 :
<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/2010/01/gamma_correct.jpg"  class="wmp" id="wmp57"><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 :
<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/2010/01/automate_output.jpg"  class="wmp" id="wmp58"><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 :
<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/2010/01/extrabuffers02.jpg"  class="wmp" id="wmp59"><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 :
<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/2010/01/extrabuffers01.jpg"  class="wmp" id="wmp60"><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> <strong><strong><strong><span style="text-decoration: underline;">Version 2.01 :</span></strong></strong></strong></p>
<p>- fix pass with cutout opacity in deeX_mia_material</p>
<p>- fix error in gamma linear button in deeX_buffers_pass</p>
<p>- add renderLayer overide on the name of the image in the deeX_buffers_pass</p>
<p>- reorder short name of all deex shader</p>
<p><strong><strong><strong><span style="text-decoration: underline;">Version 2.02 :</span></strong></strong></strong></p>
<p><strong><strong><strong> </strong></strong></strong>- compile shaders for linux64</p>
<p><span style="text-decoration: underline;"><strong>Trick :</strong></span></p>
<p>To convert all mia_material (_x(_passes)) in deex_mia_material :</p>
<pre class="brush: jscript; title: ; notranslate">

source AEupgradeMiShader;
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>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span style="color: #ff0000;">Download :</span></span></h3>
<p>11/04/2010 : actually, this shaders pack is compiled for :</p>
<p>- win64 Maya 2009/2010/2011.</p>
<p>- win32 Maya 2009/2010/2011</p>
<p>- linux64 Maya 2009/2010/2011</p>
<div class="su-box" style="border:1px solid #292929">
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<input type="text" name="on0" id="donor_name" /></p>
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<p  class="donor_comment"><label for="donor_comment" id="deexCustom">Comments:</label><br /><textarea name="os1" id="donor_comment" rows="4" cols="45" style="width:90%"></textarea><br /><span id="charinfo">Write your comment within 199 characters.</span> </p>
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<input type="hidden" name="rm" value="1">
<input type="hidden" name="return" value="http://deex.info/wordpress2?thankyou=true">
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<img alt="" border="0" src="https://www.paypal.com/en_US/i/scr/pixel.gif" width="1" height="1"></p>
</form></div>
</div>
<p><strong>Total donations to date :</strong> €0 EUR</p>
<div id="donorwall"></div>
<p><code><a class="downloadlink dlimg" href="http://deex.info/wordpress2/wp-content/plugins/download-monitor/download.php?id=17" title="Version 2.02 téléchargé 2194 fois" ><img src="http://deex.info/wordpress2/wp-content/plugins/download-monitor/img/download.gif" alt="Téléchargement Deex Shaders Pack Version 2.02" /></a></code></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></p>
<p>If someone can compil shaders for Linux, Osx, all maya version, etc etc&#8230;now you can. For help for linux and osx version, you can see the make file of p_shaders. Obviously, if someone compil shaders for other platform, share with everyone&#8230;</p>
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		</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() <a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"></a> <a href="http://deex.info/wordpress2/deex-render-tool/deex-vray-to-nuke/" target="_blank"></a> <a href="http://www.tumblr.com/share/link?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2009%2F08%2Fvray-to-nuke-v10%2F&#38;name=Vray+To+Nuke+v1.0" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="https://twitter.com/share?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2009%2F08%2Fvray-to-nuke-v10%2F&#38;text=Vray+To+Nuke+v1.0&#38;via=deex" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="mailto:?subject=Vray To Nuke v1.0&#38;body=http://deex.info/wordpress2/2009/08/vray-to-nuke-v10/"></a>]]></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;">
<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/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="wmp62"></a></p>
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		</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>deex</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 [...]]]></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 &laquo;&nbsp;base&nbsp;&raquo; 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 &laquo;&nbsp;bruts&nbsp;&raquo; (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 &laquo;&nbsp;objets noirs&nbsp;&raquo; 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 &laquo;&nbsp;passes&nbsp;&raquo;), 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 &laquo;&nbsp;à part&nbsp;&raquo;, 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 &laquo;&nbsp;remap value&nbsp;&raquo;.</p>
<p>Le near clipping plane étant la distance de l&#8217;objet le plus prêt. Pour la mesurer, utiliser le &laquo;&nbsp;mesure tool&nbsp;&raquo; (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 &laquo;&nbsp;mini astuce&nbsp;&raquo; 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 &laquo;&nbsp;couches de l&#8217;images&nbsp;&raquo; 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 &laquo;&nbsp;<a href="http://deex.info/wordpress2/deex-render-tool/" target="_blank">Deex Render Tool</a>&laquo;&nbsp;. 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 &laquo;&nbsp;delete unused nodes&nbsp;&raquo;, Maya efface tout vos writeToColorBuffer, même si ils sont utilisés (ah ah).</p>
<p>Solution : &laquo;&nbsp;locker&nbsp;&raquo; 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 &laquo;&nbsp;lock&nbsp;&raquo; 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 &laquo;&nbsp;bug&nbsp;&raquo; avec des solutions, des astuces, n&#8217;hésitez pas.</p>
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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>
				<category><![CDATA[Blog]]></category>
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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 [...]]]></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>
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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>
				<category><![CDATA[Blog]]></category>
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		<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 ! <a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"></a> <a href="http://deex.info/wordpress2/deex-render-tool/"></a> <a href="http://www.tumblr.com/share/link?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2009%2F03%2Fdeex-render-tool-mise-a-jour-v070%2F&#38;name=Deex+Render+Tool+%3A+mise+%C3%A0+jour+v0.70" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="https://twitter.com/share?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2009%2F03%2Fdeex-render-tool-mise-a-jour-v070%2F&#38;text=Deex+Render+Tool+%3A+mise+%C3%A0+jour+v0.70&#38;via=deex" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="mailto:?subject=Deex Render Tool : mise à jour v0.70&#38;body=http://deex.info/wordpress2/2009/03/deex-render-tool-mise-a-jour-v070/"></a>]]></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>
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		<title>Deex Render Tool English</title>
		<link>http://deex.info/wordpress2/tools/deex-render-tool-english/</link>
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		<pubDate>Mon, 02 Feb 2009 16:40:27 +0000</pubDate>
		<dc:creator>deex</dc:creator>
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		<description><![CDATA[<a href="http://www.blogbang.com/"></a> Deex Render Tool. . French version <a href="http://deex.info/wordpress2/deex-render-tool/">here </a> ! . What is Deex Render Tool? Deex Render Tool is a small tool that I created to accelerate and simplify the management of the establishment of a scene rendering. I&#8217;m not programmer. I make this tool during my free time at night. If you see bugs, lines of [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.blogbang.com/"><img src="http://www.blogbang.com/s.php" border="0" alt="BlogBang" /></a><script src="http://www.blogbang.com/d.php?id=98238badc7" type="text/javascript"></script></p>
<h1 style="text-align: center;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Deex Render Tool</span>.</h1>
<p style="text-align: center;">.</p>
<h3 style="text-align: left;">French version <a href="http://deex.info/wordpress2/deex-render-tool/">here </a>!</h3>
<h3 style="text-align: left;">.</h3>
<h3 style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left;"><strong><em> </em></strong></span><strong><em><span style="color: #ff0000;"><span style="text-decoration: underline;">What is Deex Render Tool?</span></span></em></strong></span></h3>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><strong><em><span style="color: #ff0000;"><span style="text-decoration: underline;"><br />
</span></span></em></strong></span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Deex Render Tool is a small tool that I created to accelerate and simplify the management of the establishment of a scene rendering.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">I&#8217;m not programmer.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">I make this tool during my free time at night.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">If you see bugs, lines of programming (in Python) poorly written, please let me know in order to improve the script.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #0000ff;"><span style="text-decoration: underline;">History:</span></span></span></p>
<p style="text-align: left;">- Sunday 29 March: v0.78. Bug Fix when you save your XML.</p>
<p style="text-align: left;">- Friday 20 March: v0.75. Bug Fix when you delete pass of Mia_material. Adding the function of creating your own pass, all work with the XML ! =). v0.77 : bugfix, optimization of the code. Now you can see what are pass in your preset. Add shelve.</p>
<p style="text-align: left;">- Sunday 8 March: v0.70. Bug fix when using references. Optimization of the code (you can rename your sets, shader Lineair as you want), adding 23 pass for mia_material_x and mia_material_x_passes.</p>
<p style="text-align: left;">- Friday 20 February: v0.69. Fixed bug on custom pass + labelID</p>
<p style="text-align: left;">- Sunday 15 February: v0.68. Added SSS Back pass, SSS Front pass and Mid SSS pass. For misss_fast_skin_maya, misss_fast_shader_x_passes and misss_fast_simple_maya shader.</p>
<p style="text-align: left;">- Friday, February 13 : v0.67. Added Id pass and Coverage pass.</p>
<p style="text-align: left;">- Thursday, February 5: v0.65. Optimization of the script. You can rename pass and shaders as you want now.</p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">- Tuesday, February 3: v0.6.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">Adding custom Occlusion pass and Y deph pass.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">- Monday, February 2: v0.5</span><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left;">.</span> First public release.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #0000ff;"><span style="text-decoration: underline;">Wishlist:</span></span></span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">- Add other pass in the custom creator of preset pass (Y deph, etc etc &#8230;)</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">- Autocomp for Nuke and Shake</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">- Autocomp detection of special pass as occlusion, the Zdeph, etc etc &#8230;</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Do not hesitate to give me ideas <img src='http://deex.info/wordpress2/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> .</span></p>
<h3 style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left;"><strong><em> </em></strong></span><strong><em><span style="color: #ff0000;"><span style="text-decoration: underline;">What are the functions of Deex Render Tool?</span></span></em></strong></span></h3>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><strong><em><span style="color: #ff0000;"><span style="text-decoration: underline;"><br />
</span></span></em></strong></span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Deex Render Tool is divided into 3 parts:</span></p>
<p style="text-align: left;">- Set Overide as XSI, you can create groups of objects where you can assign their attributes.</p>
<div id="result_box" style="text-align: left;" dir="ltr"></div>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">The objects in the group will take the attribute value of &laquo;&nbsp;group parent&nbsp;&raquo;.</span> This gives an overall view of overides and ease of navigation.</p>
<p style="text-align: left;">
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">- Pass manager : Several tools in this section. </span><span onmouseover="_tipon(this)" onmouseout="_tipoff()">The linear Worflow can set a scene in a &laquo;&nbsp;linear worflow&nbsp;&raquo; in few cliques.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">The pass preset allows to create a preset for Pass saved in an XML and then apply it on your scene.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">- AutoComp: </span>This tool allows you to create a &laquo;&nbsp;compositing file&nbsp;&raquo; automatically based passes configured in your scene.</p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Be careful, to this version (v0.5), this only works for additives pass (diffuse, specular, reflection, irradiance, etc etc &#8230;).</span><span onmouseover="_tipon(this)" onmouseout="_tipoff()"> In future releases, special pass will be supported (occlusion, Zdeph, Id, etc etc &#8230;).</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">Autocomp supports passContributionMaps.</span></p>
<h3 style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left;"><span><strong><em> </em></strong></span></span><span><strong><em><span style="color: #ff0000;"><span style="text-decoration: underline;">Installation:</span></span></em></strong></span></span></h3>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span><strong><em><span style="color: #ff0000;"><span style="text-decoration: underline;"><br />
</span></span></em></strong></span></span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Important: only works with Maya 2009.</span><span onmouseover="_tipon(this)" onmouseout="_tipoff()"> Only &laquo;&nbsp;set overide&nbsp;&raquo; works with Maya 2008.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Copy all the files from the zip in your mel script.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">Usually C: \ Documents and Settings \ Administrator \ My Documents \ maya \ 2009 (or 2009-x64) \ scripts \ for Windows.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">If you want put the script in a custom path, open your maya.env and write :</span></p>
<p style="text-align: left;"><span style="font-size: x-small; font-family: courier new,courier,monospace;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><em>PYTHONPATH = C:/what/you/want</em></span></span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">To check your path, in the script editor in Python mode :</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="font-family: courier new,courier,monospace;"><em>import sys<br />
for path in sys.path:<br />
print path</em></span></span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">To start Deex Render Tool, go to the script editor in Python mode and type:</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left;"><em>i</em></span><em>mport deexUI</em></span> <em><br />
</em> <span onmouseover="_tipon(this)" onmouseout="_tipoff()"><em>deexUI.BDeex_deexRenderUI ()</em></span></p>
<h3 style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left;"><strong><em> </em></strong></span><strong><em><span style="color: #ff0000;"><span style="text-decoration: underline;">Using the tools:</span></span></em></strong></span></h3>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><strong><em><span style="color: #ff0000;"><span style="text-decoration: underline;"><br />
</span></span></em></strong></span></p>
<h4 style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left;"><strong> </strong></span><strong><span style="text-decoration: underline;">Set Overide:</span></strong></span></h4>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><strong><span style="text-decoration: underline;"><br />
</span></strong></span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">What is an attribute overide?</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Answer image:</span></p>
<p style="text-align: center;">
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<p><a rel="lightbox[454]" href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_031432.jpg"  class="wmp" id="wmp83"><img class="size-medium wp-image-433 aligncenter" title="2009-02-02_031432" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_031432-300x164.jpg" alt="" width="300" height="164" /></a></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">The problem with Maya is that we have no overview, no organization when we have several objects that have many attributes overides.</span></p>
<p style="text-align: center;">
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<p><a rel="lightbox[454]" href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_030232.jpg"  class="wmp" id="wmp84"><img class="size-medium wp-image-432 aligncenter" title="2009-02-02_030232" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_030232-300x120.jpg" alt="" width="300" height="120" /></a></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">How does the Set Overide work ?</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">To do this, I will implement a fairly simple example.</span></p>
<p style="text-align: left;">What we want :</p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">- a lot of lights with intensity  2 (overide) and the &laquo;&nbsp;use raytrace shadows&nbsp;&raquo; enabled.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">- Have a set of objects that hide objects but we see objects in reflection, refraction, etc etc, so </span>we will overide the &laquo;&nbsp;primary visibility&nbsp;&raquo; attribute<span onmouseover="_tipon(this)" onmouseout="_tipoff()">.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">First, create a new renderLayer (</span><span onmouseover="_tipon(this)" onmouseout="_tipoff()">you can not make overide attributes on the default layers).</span></p>
<p style="text-align: left;">Once your renderLayer created<span onmouseover="_tipon(this)" onmouseout="_tipoff()">, if you already have the Deex Render Tool open, click on Up (green) to refresh.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">Then <strong>choose your new Layer.</strong></span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">We&#8217;ll start with our lights.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">Create a set / group by clicking on &laquo;&nbsp;Create New Set&nbsp;&raquo;.</span><span onmouseover="_tipon(this)" onmouseout="_tipoff()"> Call the set: &laquo;&nbsp;LightIntensity.</span></p>
<p style="text-align: center;">
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<p><a rel="lightbox[454]" href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_031758.jpg"  class="wmp" id="wmp85"><img class="size-medium wp-image-434 aligncenter" title="2009-02-02_031758" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_031758-300x120.jpg" alt="" /></a></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Then we will put the lights you want overide.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">Here, we want overide intensity of a lamp, and the &laquo;&nbsp;use ray trace shadows&nbsp;&raquo;.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">When you select the transform of a lamp in Maya, Maya shows the shape of the lamp.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">So as you can see, the intensity of a lamp is in the shape.</span></p>
<p style="text-align: center;">
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<p><a rel="lightbox[454]" href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_032244.jpg"  class="wmp" id="wmp86"><img class="size-medium wp-image-435 aligncenter" title="2009-02-02_032244" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_032244-300x157.jpg" alt="" width="300" height="157" /></a></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">So, we must select the shape of the lamp because that is where there is the attribute intensity.</span><span onmouseover="_tipon(this)" onmouseout="_tipoff()"> Be very careful between the shape of an object and transform.</span></p>
<p style="text-align: left;">Select the shapes of all your lights, and select your set :</p>
<p style="text-align: center;">
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<p><a rel="lightbox[454]" href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_032546.jpg"  class="wmp" id="wmp87"><img class="size-medium wp-image-436 aligncenter" title="2009-02-02_032546" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_032546-300x205.jpg" alt="" width="300" height="205" /></a></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Click on: Add selected object to Set.</span></p>
<p style="text-align: center;">
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<p><a rel="lightbox[454]" href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_032709.jpg"  class="wmp" id="wmp88"><img class="size-medium wp-image-437 aligncenter" title="2009-02-02_032709" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_032709-300x154.jpg" alt="" width="300" height="154" /></a></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Now attach the attributes you want overide. </span><span onmouseover="_tipon(this)" onmouseout="_tipoff()">To do this, select your set &laquo;&nbsp;LightIntensity.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Click on: </span><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left;">Add Attr to Set</span></span><span onmouseover="_tipon(this)" onmouseout="_tipoff()">.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">We want overide intensity and use raytrace shadows.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">So select these attributes in the DeexAttrChoose (remember these are the attributes of shapes).</span></p>
<p style="text-align: center;">
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<p><a rel="lightbox[454]" href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_033006.jpg"  class="wmp" id="wmp89"><img class="size-medium wp-image-438 aligncenter" title="2009-02-02_033006" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_033006-186x300.jpg" alt="" width="186" height="300" /></a></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">And click on : </span><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left;">Add Attribut</span></span><span onmouseover="_tipon(this)" onmouseout="_tipoff()">.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Close DeexAttrChoose.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Select your set &laquo;&nbsp;LightIntensity&nbsp;&raquo; and click &laquo;&nbsp;Refresh Attribute List&nbsp;&raquo; on the right.</span></p>
<p style="text-align: center;">
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<p><a rel="lightbox[454]" href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_033156.jpg"  class="wmp" id="wmp90"><img class="size-medium wp-image-439 aligncenter" title="2009-02-02_033156" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_033156-300x145.jpg" alt="" width="300" height="145" /></a></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">You see your 2 attributes appear.</span></p>
<p style="text-align: left;">Write 2 in intensity values<span onmouseover="_tipon(this)" onmouseout="_tipoff()">, and check Use ray trace shadows.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Any lights that are in the set have their attribute LightIntensity on 2 and use ray trace shadows enabled !</span></p>
<p style="text-align: center;">
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<p><a rel="lightbox[454]" href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_033549.jpg"  class="wmp" id="wmp91"><img class="size-medium wp-image-440 aligncenter" title="2009-02-02_033549" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_033549-300x192.jpg" alt="" width="300" height="192" /></a></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Now we want for example, create a set that hides our objects, but seen in reflection, refraction, etc etc&#8230;</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">To do this, as you know, just uncheck the primary visibility </span><span onmouseover="_tipon(this)" onmouseout="_tipoff()">attribute</span><span onmouseover="_tipon(this)" onmouseout="_tipoff()">.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Same job as lamps.</span><span onmouseover="_tipon(this)" onmouseout="_tipoff()"> If you understand, this should not be very hard.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">You create a new Set.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">You put the items you want.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">You make the</span><span onmouseover="_tipon(this)" onmouseout="_tipoff()"> primary</span><span onmouseover="_tipon(this)" onmouseout="_tipoff()"> visibility </span><span onmouseover="_tipon(this)" onmouseout="_tipoff()">attribute</span><span onmouseover="_tipon(this)" onmouseout="_tipoff()">, and you uncheck it !</span></p>
<p style="text-align: center;">
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<p><a rel="lightbox[454]" href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_0342331.jpg"  class="wmp" id="wmp92"><img class="size-medium wp-image-442 aligncenter" title="2009-02-02_0342331" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_0342331-300x120.jpg" alt="" width="300" height="120" /></a></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Result :</span></p>
<p style="text-align: center;">
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<p><a rel="lightbox[454]" href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_034854.jpg"  class="wmp" id="wmp93"><img class="size-medium wp-image-443 aligncenter" title="2009-02-02_034854" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_034854-300x118.jpg" alt="" width="300" height="118" /></a></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left;">Nice !</span></span></p>
<h4 style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left;"><strong> </strong></span><strong><span style="text-decoration: underline;">Linear Workflow:</span></strong></span></h4>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><strong><span style="text-decoration: underline;"><br />
</span></strong></span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">What do the Linear workflow tool?</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">The linear Worflow connects a mia_exposure_photographic or mia_exposure_simple on your camera.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left;">Ensuite, il baisse le diffuse de vos shader en les divisant par 2.2, ou place un gamma correcte dans le diffuse si quelques chose y est connecté.</span> </span>It divides the diffuse of your shader by 2.2<span onmouseover="_tipon(this)" onmouseout="_tipoff()"> </span>or inserts a node &laquo;&nbsp;gamme correct&nbsp;&raquo; in diffuse if something is connected.<span onmouseover="_tipon(this)" onmouseout="_tipoff()">.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">The linear workflow tool is very easy to use.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">The DeexLinearCamChoose has 2 functions:</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left;">- </span>It update the camera (</span>look if a mia_exposure_photographic or mia_exposure_simple is already connected<span onmouseover="_tipon(this)" onmouseout="_tipoff()">)</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left;">- It</span> update shaders (changes their diffuse)</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Do not rename the shaders modifiers containing the word &laquo;&nbsp;Deex&nbsp;&raquo;.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">In fact, if you want to go back, simply click Delete.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">The script uses the file name for filter.</span></p>
<h4 style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left;"><strong> </strong></span><strong><span style="text-decoration: underline;">Pass Preset:</span></strong></span></h4>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><strong><span style="text-decoration: underline;"><br />
</span></strong></span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">The pass allows you to create preset in a .xml file with predefined pass, to use in the scene.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">First, choose the layer in which you want to put your pass.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">By default, a preset &laquo;&nbsp;basic&nbsp;&raquo; is present.</span><span onmouseover="_tipon(this)" onmouseout="_tipoff()"> It includes pass: diffuse, indirect, reflection, refraction and specular.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">To apply, click : Apply this preset.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Passes will be created in rendering options.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">If you want to create another preset pass, click on: Create new preset in the XML.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Check the pass you want.</span> Be very careful, some pass are not supported by the Mentalray shaders.</p>
<p style="text-align: left;">
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">As the doc says: <a href="http://66.249.91.101/translate_c?hl=fr&amp;sl=fr&amp;tl=en&amp;u=http://download.autodesk.com/us/maya/2009help/index.html%3Furl%3DShading_Nodes_mental_ray_for_Maya_nodes.htm,topicNumber%3Dd0e543403&amp;prev=_t&amp;usg=ALkJrhhYIbyWTuwLQyoNqfX0TUaftmIwUg" target="_blank">http://download.autodesk.com/us/maya/2009help/index.html?url=Shading_Nodes_mental_ray_for_Maya_nodes.htm, topicNumber = d0e543403</a></span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">mia_material_x_passes: Beauty, Diffuse, Irradiance Direct, Indirect, Reflection, Refraction, Specular, translucent</span><br />
<span onmouseover="_tipon(this)" onmouseout="_tipoff()">mi_metallic_paint_x_passes: Ambient Material Color, Beauty, Diffuse, Irradiance Direct, Indirect, Reflection, Specular</span><br />
<span onmouseover="_tipon(this)" onmouseout="_tipoff()">misss_fast_shader_x_passes: Beauty, Diffuse, Direct Irradiance, Specular.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">The pass &laquo;&nbsp;</span><span onmouseover="_tipon(this)" onmouseout="_tipoff()">CustomShadows&nbsp;&raquo; </span><span onmouseover="_tipon(this)" onmouseout="_tipoff()">is a pass that work with all shaders.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">For this, you should install the package shader_p found here: <a href="http://66.249.91.101/translate_c?hl=fr&amp;sl=fr&amp;tl=en&amp;u=http://www.puppet.tfdv.com/download/shaders_p_e.shtml&amp;prev=_t&amp;usg=ALkJrhhpcmqO5vu8yP3aRxuuvRwRbdLfqw" target="_blank">click</a></span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Applying this pass, Deex Render Tool create a WriteToColorBuffers node for each shader in your scene and automatically connect.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">It will connects for each WriteToColorBuffer node the p_shadows shader.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Result : whatever shader you used (even those who do not work with &laquo;&nbsp;defaut shadows pass&nbsp;&raquo;), a shadows pass will be rendered !</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">For the moment, i created just this &laquo;&nbsp;customPass&nbsp;&raquo;.</span><span onmouseover="_tipon(this)" onmouseout="_tipoff()"> In the future, I think add other pass.</span> I<span onmouseover="_tipon(this)" onmouseout="_tipoff()">f you want some special, please tell me !</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">I think this tool is very simple.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">DeexPresetPass.xml file is in the folder where there is your script.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">When you apply a preset, the script creates the pass that you predefined in the XML, connected to a set (to better navigate), and applies the set to your renderLayer =).</span></p>
<h4 style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left;"><strong> </strong></span><strong><span style="text-decoration: underline;">AutoComp:</span></strong></span></h4>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><strong><span style="text-decoration: underline;"><br />
</span></strong></span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">The autoComp can generate a compositing save with your pass </span>automatically<span onmouseover="_tipon(this)" onmouseout="_tipoff()"> composite.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Currently, with version v0.5, this only works with Digital Fusion and additives pass (diffuse, reflection, specular, etc etc &#8230;).</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">AutoComp supports passContributionMap!</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left;">It i</span>s very simple, there is one button =).</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">To make a very simple example : do a right click on your renderLayer and create a passContributionMap.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">As a reminder, a passContributionMap can separate objects at the end of rendering.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Put him the object you want.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Apply the preset &laquo;&nbsp;basic&nbsp;&raquo; on your renderLayer.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">Apply him a second time preset &laquo;&nbsp;basic&nbsp;&raquo; on the renderLayer.</span> By against, go to the rendering options and apply the second preset (set rendering) to your contributionMap<span onmouseover="_tipon(this)" onmouseout="_tipoff()">.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">If you do not know how, I invite you to see this tutorial: <a href="http://66.249.91.101/translate_c?hl=fr&amp;sl=fr&amp;tl=en&amp;u=http://deex.info/wordpress2/tutorial2/dossiertutorial-n%25C2%25B01-maya-2009-les-pass/&amp;prev=_t&amp;usg=ALkJrhhTmi1WtimTcq5X20iYbGyGdmst1g" target="_blank">pass in Maya 2009</a></span> (in french).</p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Set your scene rendering.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">For a contributionMap, I advise you to put an image format that supports alpha (tga, tiff, etc etc &#8230;.).</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Render your scene.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Once the rendering finished, click &laquo;&nbsp;AutoComp.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">A save for Fusion will be generated.</span><span onmouseover="_tipon(this)" onmouseout="_tipoff()"> Open it with Fusion and your pass will be composite!</span></p>
<p style="text-align: center;">
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<h3 style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span class="google-src-text" style="direction: ltr; text-align: left;"><span><strong><em> </em></strong></span></span><span><strong><em><span style="color: #ff0000;"><span style="text-decoration: underline;">Download:</span></span></em></strong></span></span></h3>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span><strong><em><span style="color: #ff0000;"><span style="text-decoration: underline;"><br />
</span></span></em></strong></span></span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">If you encounter any bugs, if you have any requests for additional functions, or any other comment, thank you for telling me.</span></p>
<p style="text-align: left;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">You can save this article in Pdf file.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">To do this, click: PDF version in the top right.</span></p>
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