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	<title>Deex &#187; hypershade</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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		<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="http://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><br />
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		<title>Deex Shaders Pack</title>
		<link>http://deex.info/wordpress2/2010/01/deex-shaders-pack/</link>
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		<pubDate>Sat, 16 Jan 2010 18:39:45 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
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		<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="http://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>
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		<title>Deex Shaders Pack</title>
		<link>http://deex.info/wordpress2/tools/deex-shaders-pack/</link>
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		<pubDate>Sat, 16 Jan 2010 17:21:34 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
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		<guid isPermaLink="false">http://deex.info/wordpress2/?page_id=734</guid>
		<description><![CDATA[<a href="http://www.blogbang.com/"></a> <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/2010/01/deex_shader_packs.jpg"  class="wmp" id="wmp3"></a> &#160; 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 [...]]]></description>
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deex_shader_packs.jpg"  class="wmp" id="wmp17"><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>
<p>&nbsp;</p>
<h2 style="text-align: center;"><span style="color: #00ccff;">Deex Shaders Pack V2 </span></h2>
<p>&nbsp;</p>
<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>
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/packimage2.jpg"  class="wmp" id="wmp18"><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>&nbsp;</p>
<p><strong>- deeX_Buffer_writter : </strong></p>
<p><strong></strong>
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_Buffer_writter.jpg"  class="wmp" id="wmp19"><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="wmp20"><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>
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mi_metallic_paint.jpg"  class="wmp" id="wmp21"><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="wmp22"><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="wmp23"><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="wmp24"><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>&nbsp;</p>
<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 :
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/exr_compress.jpg"  class="wmp" id="wmp25"><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="wmp26"><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="wmp27"><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="wmp28"><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="wmp29"><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="wmp30"><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>&nbsp;</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>&nbsp;</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>&nbsp;</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>
<p>&nbsp;</p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span style="color: #ff0000;">Download :</span></span></h3>
<p>&nbsp;</p>
<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="checkbox" id="recognize" name="recognize" value="1" /> Put my Donation on the Recognition Wall</label></p>
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<input type="hidden" name="rm" value="1">
<input type="hidden" name="return" value="http://deex.info/wordpress2?thankyou=true">
<input type="hidden" name="currency_code" value="EUR">
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<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 2067 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>
		<title>Deex Render Tool Français</title>
		<link>http://deex.info/wordpress2/tools/deex-render-tool/</link>
		<comments>http://deex.info/wordpress2/tools/deex-render-tool/#comments</comments>
		<pubDate>Mon, 02 Feb 2009 04:25:57 +0000</pubDate>
		<dc:creator>deex</dc:creator>
				<category><![CDATA[Non classé]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[compo]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[deex]]></category>
		<category><![CDATA[deex render tool]]></category>
		<category><![CDATA[diffuse]]></category>
		<category><![CDATA[fusion]]></category>
		<category><![CDATA[hypershade]]></category>
		<category><![CDATA[image]]></category>
		<category><![CDATA[layers]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[maya 2009]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[pass]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[rendu]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[spec]]></category>
		<category><![CDATA[tool]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress2/?page_id=454</guid>
		<description><![CDATA[Deex Render Tool . . English version <a href="http://deex.info/wordpress2/deex-render-tool/deex-render-tool-english/">here</a> ! . Qu&#8217;est ce que Deex Render Tool ? Deex Render Tool est un petit outil que j&#8217;ai créé afin d&#8217;accélérer et simplifier la gestion de la mise en place d&#8217;une scène de rendu. Je ne suis pas programmeur. J&#8217;ai fait cet outil pendant mon temps libre, le [...]]]></description>
			<content:encoded><![CDATA[<h1 style="text-align: center;">Deex Render Tool</h1>
<p style="text-align: center;">.</p>
<p style="text-align: center;">.</p>
<h3 style="text-align: left;">English version <a href="http://deex.info/wordpress2/deex-render-tool/deex-render-tool-english/">here</a> !</h3>
<p>.</p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span style="color: #ff0000;"><em><strong>Qu&#8217;est ce que Deex Render Tool ?</strong></em></span></span></h3>
<p><span style="text-decoration: underline;"><span style="color: #ff0000;"><em><strong><br />
</strong></em></span></span></p>
<p style="text-align: left;">Deex Render Tool est un petit outil que j&#8217;ai créé afin d&#8217;accélérer et simplifier la gestion de la mise en place d&#8217;une scène de rendu.</p>
<p style="text-align: left;">Je ne suis pas programmeur. J&#8217;ai fait cet outil pendant mon temps libre, le soir. Si vous voyez des bugs, des lignes de programmation (en Python) mal écrites, n&#8217;hésitez pas à m&#8217;en faire part afin d&#8217;améliorer le script.</p>
<p style="text-align: left;"><span style="color: #0000ff;"><span style="text-decoration: underline;">Historique :</span></span></p>
<p style="text-align: left;">- dimanche 29 mars : v0.78. BugFixe sur l&#8217;enregistrement de votre XML.</p>
<p style="text-align: left;">- vendredi 20 mars : v0.75. Bug Fix pour la suppression des pass Mia_material. Ajout de la fonction de la création de vos propres pass, le tout supporter dans le XML ! =). v0.77 : bugfix, optimisation du code. Maintenant vous pouvez voir les pass associées au preset. Ajout du shelve.</p>
<p style="text-align: left;">- dimanche 8 mars : v0.70. Bug fix quand on se sert des références. 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: left;">- vendredi 20 février : v0.69. Bug Fixe sur les custom pass + labelID</p>
<p style="text-align: left;">- dimanche 15 février : v0.68. Ajout des pass Back SSS, Front SSS et Mid SSS. Pour les shaders misss_fast_skin_maya, misss_fast_shader_x_passes et misss_fast_simple_maya.</p>
<p style="text-align: left;">- vendredi 13 février : v0.67. Ajout des pass Label Id et Coverage.</p>
<p style="text-align: left;">- Jeudi 5 février : v0.65. Optimisation du script. Vous pouvez renommer les pass et les shaders comme vous le voulez maintenant.</p>
<p style="text-align: left;">- Mardi 3 février : v0.6. Ajout des customs pass Occlusion et Y deph.</p>
<p style="text-align: left;">- Lundi 2 février : v0.5. Première version publique.</p>
<p style="text-align: left;"><span style="text-decoration: underline;"><span style="color: #0000ff;">Wishlist :</span></span></p>
<p style="text-align: left;">- Autocomp pour Nuke et Shake</p>
<p style="text-align: left;">- Autocomp : détection de pass spéciales comme l&#8217;occlusion, le Zdeph, etc etc&#8230;</p>
<p style="text-align: left;">N&#8217;hésitez pas a donner des idées <img src='http://deex.info/wordpress2/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> .</p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span style="color: #ff0000;"><em><strong>Quelles sont les fonctions de Deex Render Tool ? </strong></em></span></span></h3>
<p><span style="text-decoration: underline;"><span style="color: #ff0000;"><em><strong><br />
</strong></em></span></span></p>
<p style="text-align: left;">Deex Render Tool se découpe en 3 parties :</p>
<p style="text-align: left;">- Set Overide : comme XSI, permet de créer des groupes d&#8217;objets auquel nous attribuons des attributs. Les objets dans le groupe prendront la valeur de l&#8217;attribut du groupe parent. Cela permet d&#8217;avoir une vision globale des overides et de s&#8217;y retrouver.</p>
<p style="text-align: left;">- Pass manager : Plusieurs outils dans cette partie. Le linear Worflow permet de configurer une scène en linear en quelques clics. Le pass preset permet lui de créer un preset de Pass enregistré dans un XML, pour ensuite l&#8217;appliquer sur une scène. Ceci est pratique à partir du moment où l&#8217;on utilise toujours les mêmes pass en rendu. Cela permet de ne pas les refaire à chaque fois.</p>
<p style="text-align: left;">- AutoComp : permet de créer un fichier de compositing automatiquement d&#8217;après les pass configuré dans votre scène. Attention, pour cette version (v0.5), cela ne marche que pour les pass additives (diffuse, speculaire, reflection, irradiance, etc etc&#8230;). Dans les prochaines versions, d&#8217;autres pass non additives seront supportées (occlusion, Zdeph, Id, etc etc&#8230;). Autocomp supporte les passContributionMaps.</p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span><em><strong><span style="text-decoration: underline;"><span style="color: #ff0000;"><em><strong>Installation :</strong></em></span></span></strong></em></span></span></h3>
<p><span style="text-decoration: underline;"><span><em><strong><span style="text-decoration: underline;"><span style="color: #ff0000;"><em><strong><br />
</strong></em></span></span></strong></em></span></span></p>
<p style="text-align: left;">Attention : ne marche qu&#8217;avec Maya 2009. Seule la partie set overide marche avec Maya 2008.</p>
<p style="text-align: left;">Copiez tous les fichiers du zip dans vos script mel. Généralement C:\Documents and Settings\Administrateur\My Documents\maya\2009 (ou 2009-x64)\scripts\ pour windows.</p>
<p style="text-align: left;">Si vous voulez le mettre dans un dossier custom, ouvrez votre maya.env (généralement dans C:\Documents and Settings\Administrateur\My Documents\maya\2009 (ou 2009-x64)\) et mettez :</p>
<p style="text-align: left;"><em>PYTHONPATH = C:/ou/vous/voulez</em></p>
<p style="text-align: left;">Pour checker (au cas ou) si votre custom path est pris en compte, tapez dans le script éditor en mode Python :</p>
<pre class="brush: jscript; title: ; notranslate">
import sys
for path in sys.path:
 print path
</pre>
<p style="text-align: left;">Pour démarrer Deex Render Tool, allez dans le script éditor en mode Python et tapez :</p>
<p style="text-align: left;"><em>import deexUI<br />
deexUI.BDeex_deexRenderUI()</em></p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span style="color: #ff0000;"><em><strong>Utilisation des outils :</strong></em></span></span></h3>
<p><span style="text-decoration: underline;"><span style="color: #ff0000;"><em><strong><br />
</strong></em></span></span></p>
<h4 style="text-align: left;"><strong><span style="text-decoration: underline;">Set Overide :</span></strong></h4>
<p><strong><span style="text-decoration: underline;"><br />
</span></strong></p>
<p style="text-align: left;">Qu&#8217;est qu&#8217;un attribut overide ?</p>
<p style="text-align: left;">Réponse en image :</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/2009/02/2009-02-02_031432.jpg"  class="wmp" id="wmp43"><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;">Le problème dans Maya est que nous n&#8217;avons aucune vue globale, aucune organisation lorsque que nous avons plusieurs objets qui ont plusieurs attributs overidés.</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/2009/02/2009-02-02_030232.jpg"  class="wmp" id="wmp44"><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;">Comment marche le Set Overide ? Pour cela, je vais mettre en application un exemple assez simple.</p>
<p style="text-align: left;">Le but :</p>
<p style="text-align: left;">- avoir plein de lumières avec leur intensité overidé à 2 ainsi que le &laquo;&nbsp;use raytrace shadows&nbsp;&raquo;.</p>
<p style="text-align: left;">- avoir un set qui cache des objets mais qu&#8217;on voit en reflection, refraction, etc etc, donc, qui overide l&#8217;attribut Primary Visibility de mes objets.</p>
<p style="text-align: left;">Tout d&#8217;abord, créez un nouveau renderLayer. En effet, vous ne pouvez pas overidé des attributs sur le layers par défaut.</p>
<p style="text-align: left;">Une fois votre renderLayer créé, si vous avez déjà le Deex Render Tool ouvert, cliquez sur Up (en vert) pour rafraichir. Ensuite, <strong>choisissez votre nouveau Layer</strong>.</p>
<p style="text-align: left;">On va commencer par nos lumières. Créer un set/group en cliquant sur : Create new Set. Appelez le set : &laquo;&nbsp;LightIntensity&nbsp;&raquo;.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_031758.jpg"  class="wmp" id="wmp45"><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="" width="300" height="120" /></a></p>
<p style="text-align: left;">Ensuite, on va mettre les lampes qu&#8217;on veut overider. Ici, on veut overider l&#8217;intensité d&#8217;une lampe, ainsi que le &laquo;&nbsp;use ray trace shadows&nbsp;&raquo;.</p>
<p style="text-align: left;">Lorsque vous sélectionnez le transform d&#8217;une lampe dans Maya, Maya vous montre le shape de la lampe.</p>
<p style="text-align: left;">Hors, comme vous le voyez, l&#8217;intensité d&#8217;une lampe se trouve dans le shape.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_032244.jpg"  class="wmp" id="wmp46"><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;">A partir de là, nous devons sélectionner la shape des lampes car c&#8217;est là ou il y a l&#8217;attribut intensité. Faites très attention entre le shape d&#8217;un objet et son transform.</p>
<p style="text-align: left;">Sélectionnez les shapes de toute vos lampes, puis, sélection votre set :</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_032546.jpg"  class="wmp" id="wmp47"><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;">Cliquez sur : Add selected object to Set.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_032709.jpg"  class="wmp" id="wmp48"><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;">Maintenant, attribuons les attributs qu&#8217;on veut overider. Pour cela, sélectionnez votre Set &laquo;&nbsp;LightIntensity&nbsp;&raquo;.</p>
<p style="text-align: left;">Cliquez sur : Add Attr to Set.</p>
<p style="text-align: left;">Nous voulons overider l&#8217;intensité et le use raytrace shadows. Donc, sélectionnez ces attributs dans le DeexAttrChoose (n&#8217;oubliez pas ce sont des attributs de shapes).</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_033006.jpg"  class="wmp" id="wmp49"><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;">Et cliquez sur : Add Attribut.</p>
<p style="text-align: left;">Fermer le DeexAttrChoose.</p>
<p style="text-align: left;">Sélectionnez votre set &laquo;&nbsp;LightIntensity&nbsp;&raquo; et cliquez sur &laquo;&nbsp;Refresh Attributs List&nbsp;&raquo; à droite.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_033156.jpg"  class="wmp" id="wmp50"><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;">Vous voyez vos 2 attributs apparaitre.</p>
<p style="text-align: left;">Mettez 2 en valeur à l&#8217;intensity, et cochez Use ray trace shadows.</p>
<p style="text-align: left;">Voilà ! Toute les lumières qui se trouvent dans le set LightIntensity ont leur attribut intensité à 2 et le use ray trace shadows !</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_033549.jpg"  class="wmp" id="wmp51"><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;">Maintenant, nous voulons par exemple, créer un set qui cache nos objets mais qu&#8217;on voit en reflection, refraction, etc etc. Pour cela, comme vous le savez, il suffit de décocher l&#8217;attribut primary visibility.</p>
<p style="text-align: left;">Même boulot que les lampes. Si vous avez compris, cela devrait pas être très dur.</p>
<p style="text-align: left;">Vous créez un nouveau Set. Vous y mettez les objets que vous voulez. Vous collez l&#8217;attribut primary visibility à votre set, et vous le décocher à droite !</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_0342331.jpg"  class="wmp" id="wmp52"><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;">Résultat :</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_034854.jpg"  class="wmp" id="wmp53"><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;">Voilà !</p>
<h4 style="text-align: left;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;">Linear Workflow :</span></strong></span></strong></h4>
<p><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><br />
</span></strong></span></strong></p>
<p style="text-align: left;">Que fais l&#8217;outil Linear Workflow ? Le linear Worflow connecte un mia_exposure_photographic ou un mia_exposure_simple à votre caméra. Ensuite, il baisse le diffuse de vos shader en les divisant par 2.2, ou place un gamma correcte dans le diffuse si quelque chose y est connecté.</p>
<p style="text-align: left;">L&#8217;outil linear Workflow est très simple d&#8217;utilisation.</p>
<p style="text-align: left;">Le DeexLinearCamChoose a 2 fonctions :</p>
<p style="text-align: left;">- il update la caméra (regarde si un mia_exposure_photographic ou un mia_exposure_simpleest déjà connecté)</p>
<p style="text-align: left;">- il update les shaders (modifie leur diffuse)</p>
<p style="text-align: left;">Merci de ne pas renommer les shaders modifiers contenant le mot &laquo;&nbsp;Deex&nbsp;&raquo;. En effet, si vous voulez revenir en arrière, il suffit de cliquer sur Delete. Le script se sert du nom des fichiers pour filtrer.</p>
<h4 style="text-align: left;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;">Pass Preset :</span></strong></span></strong></span></strong></span></strong></h4>
<p><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><br />
</span></strong></span></strong></span></strong></span></strong></p>
<p style="text-align: left;">Le pass preset permet de créer un fichier .xml avec des pass prédéfinies, de les appliquer dans la scène.</p>
<p style="text-align: left;">Tout d&#8217;abord, choisissez le layer dans lequel vous voulez mettre vos pass.</p>
<p style="text-align: left;">Par défaut, un preset &laquo;&nbsp;basic&nbsp;&raquo; est présent. Il comporte les pass : diffuse, indirect, reflection, refraction et specular. Pour l&#8217;appliquer, cliquez sur Apply this preset.</p>
<p style="text-align: left;">Des pass vont être créées dans les options de rendu.</p>
<p style="text-align: left;">Si vous voulez créez un autre preset de pass, cliquez sur : Create new preset in the XML.</p>
<p style="text-align: left;">Cochez les pass que vous voulez. Faites très attention, certaine pass ne sont pas supportées par les shaders MentalRay.</p>
<p style="text-align: left;">En effet, comme la doc l&#8217;indique : <a href="http://download.autodesk.com/us/maya/2009help/index.html?url=Shading_Nodes_mental_ray_for_Maya_nodes.htm,topicNumber=d0e543403" target="_blank">http://download.autodesk.com/us/maya/2009help/index.html?url=Shading_Nodes_mental_ray_for_Maya_nodes.htm,topicNumber=d0e543403</a></p>
<p style="text-align: left;">mia_material_x_passes : Beauty, Diffuse, Direct Irradiance, Indirect, Reflection, Refraction, Specular, Translucence<br />
mi_metallic_paint_x_passes : Ambient Material Color, Beauty, Diffuse, Direct Irradiance, Indirect, Reflection, Specular<br />
misss_fast_shader_x_passes : Beauty, Diffuse, Direct Irradiance, Specular.</p>
<p style="text-align: left;">La pass CustomShadows est une pass de shadows qui marche avec tout les shaders. Pour cela, il vous faut installer le pack de shader_p trouvable ici : <a href="http://www.puppet.tfdv.com/download/shaders_p_e.shtml" target="_blank">cliquez</a></p>
<p style="text-align: left;">En appliquant cette pass, Deex Render Tool créera un WriteToColorBuffers à chaque shader dans votre scène et les connectera automatiquement.</p>
<p style="text-align: left;">Il connectera ensuite sur chaque WriteToColorBuffer le shader p_shadows.</p>
<p style="text-align: left;">Résultat : quelque soit les shaders que vous utilisez (même ceux qui ne supporte pas la pass de shadows), une pass de shadows sera quand même calculée !</p>
<p style="text-align: left;">Pour l&#8217;instant, j&#8217;ai créé que cette &laquo;&nbsp;customPass&nbsp;&raquo;. Dans le futur, je pense rajouter d&#8217;autre pass. Si vous en voulez quelques unes spécialement, n&#8217;hésitez pas en m&#8217;en faire par pour que je les rajoute !</p>
<p style="text-align: left;">Je pense que l&#8217;utilisation de cet outil est très simple.</p>
<p style="text-align: left;">Le fichier DeexPresetPass.xml se trouve dans le dossier là ou il y a vos scripts.</p>
<p style="text-align: left;">Lorsque vous appliquez un preset, le script crée les pass que vous avez prédéfini dans le XML, les connecte à un set (pour mieux s&#8217;y retrouver), et applique le set à votre renderLayer =).</p>
<h4 style="text-align: left;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;">AutoComp :</span></strong></span></strong></span></strong></span></strong></span></strong></span></strong></span></strong></span></strong></h4>
<p><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><strong><span style="text-decoration: underline;"><br />
</span></strong></span></strong></span></strong></span></strong></span></strong></span></strong></span></strong></span></strong></p>
<p style="text-align: left;">L&#8217;autoComp permet de générer une sauvegarde de compositing avec les pass déjà composité automatiquement.</p>
<p style="text-align: left;">Actuellement, avec la version v0.5, cela ne marche qu&#8217;avec Digital Fusion et qu&#8217;avec des pass additives (diffuse, reflection, specular, etc etc&#8230;).</p>
<p style="text-align: left;">AutoComp supporte les passContributionMap !</p>
<p style="text-align: left;">L&#8217;utilisation est très simple, il n&#8217;y a qu&#8217;un bouton =).</p>
<p style="text-align: left;">Pour faire un exemple très simple : faites un clic droit sur votre renderLayer et créez un passContributionMap. Pour rappel, un passContributionMap permet de séparer les objets à la fin d&#8217;un rendu.</p>
<p style="text-align: left;">Mettez lui l&#8217;objet que vous voulez.</p>
<p style="text-align: left;">Appliquez le preset &laquo;&nbsp;basic&nbsp;&raquo; sur votre renderLayer. Appliquez lui une deuxième fois le preset &laquo;&nbsp;basic&nbsp;&raquo; sur le renderLayer. Par contre, allez dans les options de rendu et appliquez le deuxième preset (le set de rendu) à votre contributionMap.</p>
<p style="text-align: left;">Si vous ne savez pas comment faire, je vous invite à voir ce tutorial : <a href="http://deex.info/wordpress2/tutorial2/dossiertutorial-n%C2%B01-maya-2009-les-pass/" target="_blank">les pass dans Maya 2009</a></p>
<p style="text-align: left;">Configurez votre scène de rendu. Pour un contributionMap, je vous conseille de mettre un format d&#8217;image qui supporte l&#8217;alpha (tga, tiff, etc etc&#8230;.).</p>
<p style="text-align: left;">Faite un rendu de votre scène.</p>
<p style="text-align: left;">Une fois le rendu fini, cliquez sur &laquo;&nbsp;AutoComp&nbsp;&raquo;.</p>
<p style="text-align: left;">Une sauvegarde de compositing sous Fusion va être généré. Ouvrez la avec Fusion et toute vos pass seront déjà compositées !</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_050516.jpg"  class="wmp" id="wmp54"><img class="size-medium wp-image-445 aligncenter" title="2009-02-02_050516" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_050516-300x162.jpg" alt="" width="300" height="162" /></a></p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span><em><strong><span style="text-decoration: underline;"><span style="color: #ff0000;"><em><strong>Téléchargement :</strong></em></span></span></strong></em></span></span></h3>
<p><span style="text-decoration: underline;"><span><em><strong><span style="text-decoration: underline;"><span style="color: #ff0000;"><em><strong><br />
</strong></em></span></span></strong></em></span></span></p>
<p style="text-align: left;">Si vous rencontrez des bugs, si vous avez des demandes d&#8217;ajout de fonctions, ou tout autre remarque, merci de me le dire.</p>
<p style="text-align: left;">Vous pouvez enregistrer cette article en .pdf. Pour cela, cliquez sur : PDF version en haut à droite.</p>
<p style="text-align: center;"><code><a class="downloadlink dlimg" href="http://deex.info/wordpress2/wp-content/plugins/download-monitor/download.php?id=12" title="Version 0.78 téléchargé 1118 fois" ><img src="http://deex.info/wordpress2/wp-content/plugins/download-monitor/img/download.gif" alt="Téléchargement DeexRenderTool Version 0.78" /></a></code></p>
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		</item>
		<item>
		<title>Mise à jour tutorial buffers</title>
		<link>http://deex.info/wordpress2/2008/07/mise-a-jour-tutorial-buffers/</link>
		<comments>http://deex.info/wordpress2/2008/07/mise-a-jour-tutorial-buffers/#comments</comments>
		<pubDate>Thu, 24 Jul 2008 23:21:39 +0000</pubDate>
		<dc:creator>deex</dc:creator>
				<category><![CDATA[Non classé]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[buffers]]></category>
		<category><![CDATA[compo]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[diffuse]]></category>
		<category><![CDATA[fusion]]></category>
		<category><![CDATA[hypershade]]></category>
		<category><![CDATA[image]]></category>
		<category><![CDATA[layers]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mental]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[pass]]></category>
		<category><![CDATA[ray]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[rendu]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[spec]]></category>
		<category><![CDATA[tutorial]]></category>

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		<description><![CDATA[Bonsoir, Petite mise à jour de mon tutorial sur les buffers de MentalRay. Cela permet de faire des pass sous MentalRay. J&#8217;ai rajouter la partie : buffer read avec un custom shader (très rapide) ainsi que les mise à jour pour Maya 2008 SP1 ou Ext2, 32 bits et 64 bits. Tutorial ici : <a href="http://deex.info/wordpress2/?page_id=174">cliquez.</a> <a href="http://www.tumblr.com/share/link?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2008%2F07%2Fmise-a-jour-tutorial-buffers%2F&#38;name=Mise+%C3%A0+jour+tutorial+buffers" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="http://twitter.com/share?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2008%2F07%2Fmise-a-jour-tutorial-buffers%2F&#38;text=Mise+%C3%A0+jour+tutorial+buffers&#38;via=deex" target="_blank" class="mr_social_sharing_popup_link"></a> [...]]]></description>
			<content:encoded><![CDATA[<p>Bonsoir,</p>
<p>Petite mise à jour de mon tutorial sur les buffers de MentalRay.</p>
<p>Cela permet de faire des pass sous MentalRay.</p>
<p>J&#8217;ai rajouter la partie : buffer read avec un custom shader (très rapide) ainsi que les mise à jour pour Maya 2008 SP1 ou Ext2, 32 bits et 64 bits.</p>
<p>Tutorial ici : <a href="http://deex.info/wordpress2/?page_id=174">cliquez.</a><br />
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		<item>
		<title>Faire une pass de Z optimisé ?</title>
		<link>http://deex.info/wordpress2/2008/05/faire-une-pass-de-z-optimise-sur-une-scene-anime-le-plus-rapidement/</link>
		<comments>http://deex.info/wordpress2/2008/05/faire-une-pass-de-z-optimise-sur-une-scene-anime-le-plus-rapidement/#comments</comments>
		<pubDate>Sun, 18 May 2008 01:12:32 +0000</pubDate>
		<dc:creator>deex</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[hypershade]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[megatk]]></category>
		<category><![CDATA[mental]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[pass]]></category>
		<category><![CDATA[p_shader]]></category>
		<category><![CDATA[ray]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[zdeph]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress/?p=118</guid>
		<description><![CDATA[Bonsoir, Un petit tutorial sur, comme le titre le dit, faire une bonne pass de Z bien optimizé quand la caméra bouge. Cliquez sur l&#8217;image. <a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"></a> <a title="tuto_Z" href="http://deex.info/wordpress2/?page_id=216" target="_blank"> </a> <a href="http://www.tumblr.com/share/link?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2008%2F05%2Ffaire-une-pass-de-z-optimise-sur-une-scene-anime-le-plus-rapidement%2F&#38;name=Faire+une+pass+de+Z+optimis%C3%A9+%3F" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="http://twitter.com/share?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2008%2F05%2Ffaire-une-pass-de-z-optimise-sur-une-scene-anime-le-plus-rapidement%2F&#38;text=Faire+une+pass+de+Z+optimis%C3%A9+%3F&#38;via=deex" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="mailto:?subject=Faire une pass de Z optimisé ?&#38;body=http://deex.info/wordpress2/2008/05/faire-une-pass-de-z-optimise-sur-une-scene-anime-le-plus-rapidement/"></a>]]></description>
			<content:encoded><![CDATA[<p>Bonsoir,</p>
<p>Un petit tutorial sur, comme le titre le dit, faire une bonne pass de Z bien optimizé quand la caméra bouge.</p>
<p>Cliquez sur l&#8217;image.</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 title="tuto_Z" href="http://deex.info/wordpress2/?page_id=216" target="_blank"><img class="aligncenter" src="http://deex.info/wordpress2/wp-content/uploads/2008/05/z_14.jpg"  alt="tuto_Z_08" width="395" height="297" / class="wmp" id="wmp56"> </a></p>
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		<item>
		<title>Faire des pass sous MentalRay : tutorial.</title>
		<link>http://deex.info/wordpress2/2008/03/faire-des-pass-sous-mentalray-tutorial/</link>
		<comments>http://deex.info/wordpress2/2008/03/faire-des-pass-sous-mentalray-tutorial/#comments</comments>
		<pubDate>Wed, 12 Mar 2008 00:11:26 +0000</pubDate>
		<dc:creator>deex</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[api]]></category>
		<category><![CDATA[buffers]]></category>
		<category><![CDATA[buffers_api]]></category>
		<category><![CDATA[buffers_store]]></category>
		<category><![CDATA[buffers_write]]></category>
		<category><![CDATA[compo]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[fusion]]></category>
		<category><![CDATA[hypershade]]></category>
		<category><![CDATA[layers]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[megatk]]></category>
		<category><![CDATA[mental]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[pass]]></category>
		<category><![CDATA[p_shader]]></category>
		<category><![CDATA[ray]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[rendu]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[store]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[zdeph]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress/?p=85</guid>
		<description><![CDATA[Bonsoir, Ce soir j&#8217;ai écris un très gros tutorial sur comment faire des pass sous MentalRay avec une technique plus optimisé que les renders layers. Pour le voir : <a href="http://deex.info/wordpress2/?page_id=174">cliquez ici. </a> <a href="http://www.tumblr.com/share/link?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2008%2F03%2Ffaire-des-pass-sous-mentalray-tutorial%2F&#38;name=Faire+des+pass+sous+MentalRay+%3A+tutorial." target="_blank" class="mr_social_sharing_popup_link"></a> <a href="http://twitter.com/share?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2008%2F03%2Ffaire-des-pass-sous-mentalray-tutorial%2F&#38;text=Faire+des+pass+sous+MentalRay+%3A+tutorial.&#38;via=deex" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="mailto:?subject=Faire des pass sous MentalRay : tutorial.&#38;body=http://deex.info/wordpress2/2008/03/faire-des-pass-sous-mentalray-tutorial/"></a>]]></description>
			<content:encoded><![CDATA[<p>Bonsoir,</p>
<p>Ce soir j&#8217;ai écris un très gros tutorial sur comment faire des pass sous MentalRay avec une technique plus optimisé que les renders layers.</p>
<p>Pour le voir : <a href="http://deex.info/wordpress2/?page_id=174">cliquez ici. </a><br />
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		<item>
		<title>Comment charcuter une image ?</title>
		<link>http://deex.info/wordpress2/2008/01/est/</link>
		<comments>http://deex.info/wordpress2/2008/01/est/#comments</comments>
		<pubDate>Mon, 21 Jan 2008 03:40:20 +0000</pubDate>
		<dc:creator>deex</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[compo]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[fusion]]></category>
		<category><![CDATA[hypershade]]></category>
		<category><![CDATA[layers]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mental]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[occlusion]]></category>
		<category><![CDATA[pass]]></category>
		<category><![CDATA[ray]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[rendu]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[v-ray]]></category>
		<category><![CDATA[zdeph]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress/?p=6</guid>
		<description><![CDATA[Voici la première page qui présente une image que j&#8217;ai faite. Elle montre rapidement comment j&#8217;ai rendu et composité l&#8217;image. Pour voir l&#8217;article : <a href="http://deex.info/wordpress2/?page_id=118">cliquez ici</a> Bonne lecture et n&#8217;hésitez pas à poser des questions ! <a href="http://www.tumblr.com/share/link?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2008%2F01%2Fest%2F&#38;name=Comment+charcuter+une+image+%3F" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="http://twitter.com/share?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2008%2F01%2Fest%2F&#38;text=Comment+charcuter+une+image+%3F&#38;via=deex" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="mailto:?subject=Comment charcuter une image ?&#38;body=http://deex.info/wordpress2/2008/01/est/"></a>]]></description>
			<content:encoded><![CDATA[<p>Voici la première page qui présente une image que j&#8217;ai faite. Elle montre rapidement comment j&#8217;ai rendu et composité l&#8217;image.</p>
<p>Pour voir l&#8217;article :  <a href="http://deex.info/wordpress2/?page_id=118">cliquez ici</a></p>
<p>Bonne lecture et n&#8217;hésitez pas à poser des questions !<br />
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		<item>
		<title>Faire de la peau juste en procédural ?</title>
		<link>http://deex.info/wordpress2/2008/01/faire-de-la-peau-juste-en-procedural-possible/</link>
		<comments>http://deex.info/wordpress2/2008/01/faire-de-la-peau-juste-en-procedural-possible/#comments</comments>
		<pubDate>Sun, 20 Jan 2008 05:01:07 +0000</pubDate>
		<dc:creator>deex</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[hypershade]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[peau]]></category>
		<category><![CDATA[rendu]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress/?p=34</guid>
		<description><![CDATA[Comme le titre l&#8217;indique, je me suis amusé à faire de la peau sans maps, juste en procédural. Bon, le défi est dur à relever mais le résultat commence à venir. Il est évident qu&#8217;un jour ou l&#8217;autre, je devrais utiliser des maps. Pourquoi ? Parce que comme chacun le sait, par exemple, le grain [...]]]></description>
			<content:encoded><![CDATA[<p>Comme le titre l&#8217;indique, je me suis amusé à faire de la peau sans maps, juste en procédural.</p>
<p>Bon, le défi est dur à relever mais le résultat commence à venir. Il est évident qu&#8217;un jour ou l&#8217;autre, je devrais utiliser des maps.</p>
<p>Pourquoi ? Parce que comme chacun le sait, par exemple, le grain de peau sur le nez n&#8217;a pas la même taille que sur la joue. Ou encore les lèvres, comme vous le voyez, j&#8217;aurai beau tout essayer, je n&#8217;aurai pas les &laquo;&nbsp;traits&nbsp;&raquo; qu&#8217;il faut sur les lèvres en procédural, c&#8217;est impossible.</p>
<p>Mais bon, c&#8217;est marrant de découper de la peau en 19 pass.</p>
<p 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 title="visage_peau" href="http://deex.info/wordpress2/wp-content/uploads/2008/01/peau0.jpg"  class="wmp" id="wmp59"><img src="http://deex.info/wordpress2/wp-content/uploads/2008/01/peau0-150x150.jpg" alt="visage_peau" /></a></p>
<p align="left">Voici la compo, sous Fusion :</p>
<p 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 title="peau_fusion" href="http://deex.info/wordpress2/wp-content/uploads/2008/01/fusion.jpg"  class="wmp" id="wmp60"><img src="http://deex.info/wordpress2/wp-content/uploads/2008/01/fusion-150x150.jpg" alt="peau_fusion" /></a></p>
<p align="left">Si j&#8217;ai le temps, j&#8217;essayerais de mixer map + procédural. Là on devrait avoir un résultat plus que bien.</p>
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