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

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

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



Here all pass :



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



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

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


Deex Shaders Pack V2

Deex shaders Pack is a collection of shaders with buffers output pass in &#8220;one&#8221; click for MentalRay.
You can output all pass quickly like : diffuse, specular, reflection&#8230;
This pack is based on the p_shaders from Ledin Pavel aka Puppet. Thank you Pavel.
Thank to FEVRIER Dorian for the help for the compilation of the [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deex_shader_packs.jpg"  class="wmp" id="wmp48"><img class="size-full wp-image-735   aligncenter" title="deex_shader_packs" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deex_shader_packs.jpg" alt="" width="400" height="100" /></a></p>
<h2 style="text-align: center;"><span style="color: #00ccff;">Deex Shaders Pack V2<br />
</span></h2>
<p style="text-align: left;">Deex shaders Pack is a collection of shaders with buffers output pass in &#8220;one&#8221; click for MentalRay.</p>
<p style="text-align: left;">You can output all pass quickly like : diffuse, specular, reflection&#8230;</p>
<p style="text-align: left;">This pack is based on the <a href="http://www.puppet.tfdv.com/download/shaders_p_e.shtml" target="_blank">p_shaders</a> from Ledin Pavel aka Puppet. Thank you Pavel.</p>
<p style="text-align: left;">Thank to <a href="http://www.fevrierdorian.com/blog/" target="_blank">FEVRIER Dorian</a> for the help for the compilation of the version 2.</p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span style="color: #ff0000;">In this shaders pack :</span></span></h3>
<p><span style="text-decoration: underline;"><span style="color: #ff0000;"><br />
</span></span></p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/packimage2.jpg"  class="wmp" id="wmp49"><img class="size-full wp-image-747 aligncenter" title="packimage2" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/packimage2.jpg" alt="" width="201" height="245" /></a></p>
<p style="text-align: center;">
<p style="text-align: left;">
<p style="text-align: left;"><span style="text-decoration: underline;"><strong><span style="color: #000000;">Shaders :</span></strong></span></p>
<p style="text-align: left;"><strong>- deeX_Buffer_writter :<br />
</strong></p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/2010-01-16_180738.jpg"  class="wmp" id="wmp50"><br />
</a></p>
<p style="text-align: left;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_Buffer_writter.jpg"  class="wmp" id="wmp51"><img class="aligncenter size-medium wp-image-907" title="deeX_Buffer_writter" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_Buffer_writter-144x300.jpg" alt="" width="144" height="300" /></a>It is a simple constant/surface shader to build your custom pass if you want !</p>
<p style="text-align: left;"><strong>- deeX_mi_car_paint :</strong></p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mi_car_paint.jpg"  class="wmp" id="wmp52"><img class="aligncenter size-medium wp-image-908" title="deeX_mi_car_paint" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mi_car_paint-144x300.jpg" alt="" width="144" height="300" /></a></p>
<p style="text-align: left;">Like mi_car_paint_phen with outputs.</p>
<p style="text-align: left;">You can upgrade your shader to mi_car_paint_phen_x in one click.</p>
<p style="text-align: left;"><strong>- deeX_mi_metallic_paint :</strong></p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mi_metallic_paint.jpg"  class="wmp" id="wmp53"><img class="aligncenter size-medium wp-image-909" title="deeX_mi_metallic_paint" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mi_metallic_paint-144x300.jpg" alt="" width="144" height="300" /></a></p>
<p style="text-align: left;">Like mi_metallic_paint with outputs.</p>
<p style="text-align: left;">You can upgrade your shader to mi_metallic_paint_x in one click.</p>
<p style="text-align: left;"><strong>- deeX_mia_material :</strong></p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mia_material.jpg"  class="wmp" id="wmp54"><img class="aligncenter size-medium wp-image-910" title="deeX_mia_material" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mia_material-144x300.jpg" alt="" width="144" height="300" /></a></p>
<p style="text-align: left;">Like mia_material_x with outputs.</p>
<p style="text-align: left;">You can upgrade your shader to mia_material_x in one click.</p>
<p style="text-align: left;"><strong>- deeX_misss_fast_shader :</strong></p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_misss_fast_shader.jpg"  class="wmp" id="wmp55"><img class="aligncenter size-medium wp-image-911" title="deeX_misss_fast_shader" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_misss_fast_shader-144x300.jpg" alt="" width="144" height="300" /></a></p>
<p style="text-align: left;">Like misss_fast_shader with outputs.</p>
<p style="text-align: left;">You can upgrade your shader to misss_fast_shader_x in one click.</p>
<p style="text-align: left;">Be careful : do not forget to create/connect your lightmap network !</p>
<p style="text-align: left;"><strong>- deeX_Buffers_pass :</strong></p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_Buffers_pass.jpg"  class="wmp" id="wmp56"><img class="aligncenter size-medium wp-image-912" title="deeX_Buffers_pass" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_Buffers_pass-144x300.jpg" alt="" width="144" height="300" /></a></p>
<p style="text-align: left;">It is the shader for output your pass. Create a &#8220;dummy&#8221; geometry (like a polygon cube), connect this shader in the transform of your cube &#8212;-&gt; mentalray &#8212;-&gt; geometry shader.</p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><strong>Version 2 :</strong></span></h3>
<p><span style="text-decoration: underline;"><strong><br />
</strong></span></p>
<p style="text-align: left;">- code optimized with the new code of p_shaders from Pavel</p>
<p style="text-align: left;">- you can save in deex_exr_saver with many compression and nice name in the exr :</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/exr_compress.jpg"  class="wmp" id="wmp57"><img class="aligncenter size-medium wp-image-913" title="exr_compress" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/exr_compress-300x111.jpg" alt="" width="300" height="111" /></a></p>
<p style="text-align: left;">-  you can choose virtual buffers :</p>
<p style="text-align: left;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/virtualfb.jpg"  class="wmp" id="wmp58"><img class="aligncenter size-medium wp-image-914" title="virtualfb" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/virtualfb-300x69.jpg" alt="" width="300" height="69" /></a>- you can gamma correct all shaders in one click for linear workflow :</p>
<p style="text-align: left;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/gamma_correct.jpg"  class="wmp" id="wmp59"><img class="aligncenter size-medium wp-image-915" title="gamma_correct" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/gamma_correct-300x169.jpg" alt="" width="300" height="169" /></a>- you can check outputs in one click :</p>
<p style="text-align: left;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/automate_output.jpg"  class="wmp" id="wmp60"><img class="aligncenter size-medium wp-image-916" title="automate_output" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/automate_output-297x300.jpg" alt="" width="297" height="300" /></a>- add 10 extras buffers for all shaders to create mask or other :</p>
<p style="text-align: left;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/extrabuffers02.jpg"  class="wmp" id="wmp61"><img class="aligncenter size-medium wp-image-917" title="extrabuffers02" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/extrabuffers02-144x300.jpg" alt="" width="144" height="300" /></a>- you can check extras buffers in one click :</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/extrabuffers01.jpg"  class="wmp" id="wmp62"><img class="aligncenter size-medium wp-image-918" title="extrabuffers01" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/extrabuffers01-300x132.jpg" alt="" width="300" height="132" /></a></p>
<p style="text-align: left;"><strong><strong><strong><span style="text-decoration: underline;">Version 2.01 :</span></strong></strong></strong></p>
<p><strong><strong> </strong></strong>- fix pass with cutout opacity in  deeX_mia_material<br />
- fix error in gamma linear button in deeX_buffers_pass<br />
- add renderLayer overide on the name of the image in the  deeX_buffers_pass<br />
- reorder short name of all deex shader</p>
<p style="text-align: left;"><span style="text-decoration: underline;"><strong>Trick :</strong></span></p>
<p style="text-align: left;">To convert all mia_material (_x(_passes)) in deex_mia_material :</p>
<p style="text-align: left;">
<pre class="brush: jscript;">
source &quot;AEupgradeMiShader&quot;;
string $malistes2[] = `ls -type &quot;mia_material&quot; -type &quot;mia_material_x&quot; -type &quot;mia_material_x_passes&quot; `;
string $montruc;
for ($montruc in $malistes2 )
{
 AEdoMiShaderConversion $montruc deeX_mia_material _deex;
}
</pre>
<p style="text-align: left;">
<p style="text-align: left;"><strong> </strong></p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span style="color: #ff0000;">Download :</span></span></h3>
<p><span style="text-decoration: underline;"><span style="color: #ff0000;"><br />
</span></span></p>
<p>Here all sources of deex shaders : <a href="http://bitbucket.org/narann/deex-shaders-pack/" target="_blank">http://bitbucket.org/narann/deex-shaders-pack/</a><br />
If someone can compil shaders for Linux, Osx, all maya version, etc   etc&#8230;now you can.<br />
For help for linux and osx version, you can see the make file of   p_shaders.</p>
<p>Obviously, if someone compil shaders for other platform, share with   everyone&#8230;</p>
<p style="text-align: left;">10/05/2010 : actually, this shaders pack is compiled for</p>
<p style="text-align: left;">- win64 Maya 2009/2010/2011.</p>
<p style="text-align: left;">- win32 Maya 2009/2010/2011</p>
<p style="text-align: center;"><code><a class="downloadlink dlimg" href="http://deex.info/wordpress2/wp-content/plugins/download-monitor/download.php?id=17" title="Version 2.011 téléchargé 1049 fois" ><img src="http://deex.info/wordpress2/wp-content/plugins/download-monitor/img/download.gif" alt="Téléchargement Deex Shaders Pack Version 2.011" /></a></code></p>
<p style="text-align: left;">
<p style="text-align: left;">
]]></content:encoded>
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		<slash:comments>12</slash:comments>
		</item>
		<item>
		<title>Deex Render Booster Tile v2.00</title>
		<link>http://deex.info/wordpress2/2009/10/deex-render-booster-tile-v200/</link>
		<comments>http://deex.info/wordpress2/2009/10/deex-render-booster-tile-v200/#comments</comments>
		<pubDate>Wed, 30 Sep 2009 22:46:06 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Deex Render Booster Tile]]></category>
		<category><![CDATA[layers]]></category>
		<category><![CDATA[mental]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[pass]]></category>
		<category><![CDATA[polygon]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[rendu]]></category>
		<category><![CDATA[shading]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress2/?p=725</guid>
		<description><![CDATA[Bonsoir,
Voici la 2éme version de Deex Render Booster Tile, outil qui permet de rendre une image en plusieurs morceaux, avec recollage automatique, etc etc..ainsi que la détection automatiquement de la zone de rendu ou il y a les objets.
La 2éme version est un énorme fix (réduction de beaucoup de bug). Elle marche avec les animations.
Si [...]]]></description>
			<content:encoded><![CDATA[<p>Bonsoir,</p>
<p>Voici la 2éme version de Deex Render Booster Tile, outil qui permet de rendre une image en plusieurs morceaux, avec recollage automatique, etc etc..ainsi que la détection automatiquement de la zone de rendu ou il y a les objets.</p>
<p>La 2éme version est un énorme fix (réduction de beaucoup de bug). Elle marche avec les animations.</p>
<p>Si vous rencontrez des bugs, merci de m&#8217;en faire part.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/deex-render-tool/deex-render-booster-tile/"><img class="size-full wp-image-727  aligncenter" title="2009-10-01_004441" src="http://deex.info/wordpress2/wp-content/uploads/2009/10/2009-10-01_004441.jpg"  alt="" width="500" height="377" / class="wmp" id="wmp64"></a></p>
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		</item>
		<item>
		<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>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[deex]]></category>
		<category><![CDATA[deex render tool]]></category>
		<category><![CDATA[diffuse]]></category>
		<category><![CDATA[layers]]></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[script]]></category>
		<category><![CDATA[spec]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress2/?p=651</guid>
		<description><![CDATA[Grosse update en v0.75. Maintenant vous pouvez créer vos propre Pass avec le shader que vous voulez. Toujours en buffer.
Tout est toujours centralisé dans un xml.
L&#8217;idée est que par exemple, vous mettez l&#8217;outil dans un dossier partagé en réseau, le superviseur crée des presets de pass, des shaders, etc etc, et ceux qui font les [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">Grosse update en v0.75. Maintenant vous pouvez créer vos propre Pass avec le shader que vous voulez. Toujours en buffer.<br />
Tout est toujours centralisé dans un xml.<br />
L&#8217;idée est que par exemple, vous mettez l&#8217;outil dans un dossier partagé en réseau, le superviseur crée des presets de pass, des shaders, etc etc, et ceux qui font les rendus n&#8217;ont juste qu&#8217;a appliquer le preset.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/deex-render-tool/"><img class="size-medium wp-image-648 alignnone" title="2009-03-20_041740" src="http://deex.info/wordpress2/wp-content/uploads/2009/03/2009-03-20_041740-300x132.jpg"  alt="" width="300" height="132" / class="wmp" id="wmp68"></a></p>
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<p><a href="http://deex.info/wordpress2/deex-render-tool/"><img class="size-medium wp-image-649 alignnone" title="2009-03-20_041554" src="http://deex.info/wordpress2/wp-content/uploads/2009/03/2009-03-20_041554-300x62.jpg"  alt="" width="300" height="62" / class="wmp" id="wmp69"></a></p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/deex-render-tool/"><img class="size-medium wp-image-650 aligncenter" title="2009-03-20_041522" src="http://deex.info/wordpress2/wp-content/uploads/2009/03/2009-03-20_041522-300x174.jpg"  alt="" width="300" height="174" / class="wmp" id="wmp70"></a></p>
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		</item>
		<item>
		<title>Astuce : réglage temps réel de vos lumières.</title>
		<link>http://deex.info/wordpress2/2009/02/astuce-reglage-temps-reel-de-vos-lumieres/</link>
		<comments>http://deex.info/wordpress2/2009/02/astuce-reglage-temps-reel-de-vos-lumieres/#comments</comments>
		<pubDate>Tue, 03 Feb 2009 20:10:16 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
				<category><![CDATA[Non classé]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[compo]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[fusion]]></category>
		<category><![CDATA[layers]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[lumière]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[maya 2009]]></category>
		<category><![CDATA[mental]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[rendu]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress2/?p=514</guid>
		<description><![CDATA[Bonsoir,
Aujourd&#8217;hui un petit tutorial qui montre un workflows pour régler vos lumières.
Idéale quand on à des scènes très lourde.
Cliquez sur l&#8217;image :



]]></description>
			<content:encoded><![CDATA[<p>Bonsoir,</p>
<p>Aujourd&#8217;hui un petit tutorial qui montre un workflows pour régler vos lumières.</p>
<p>Idéale quand on à des scènes très lourde.</p>
<p>Cliquez sur l&#8217;image :</p>
<p style="text-align: center;">
<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/tutorial2/astuce-reglage-temps-reel-de-vos-lumieres/"><img class="size-medium wp-image-515 aligncenter" title="2009-02-03_210302" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_210302-300x172.jpg"  alt="" width="300" height="172" / class="wmp" id="wmp72"></a></p>
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		<title>Deex Render Tool English</title>
		<link>http://deex.info/wordpress2/tools/deex-render-tool-english/</link>
		<comments>http://deex.info/wordpress2/tools/deex-render-tool-english/#comments</comments>
		<pubDate>Mon, 02 Feb 2009 16:40:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Non classé]]></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[layers]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[maya 2009]]></category>
		<category><![CDATA[mental]]></category>
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		<category><![CDATA[pass]]></category>
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		<category><![CDATA[spec]]></category>

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		<description><![CDATA[Deex Render Tool.
.
French version here !
.
 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 programming (in Python) poorly [...]]]></description>
			<content:encoded><![CDATA[<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 &#8220;group parent&#8221;.</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 &#8220;linear worflow&#8221; 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 &#8220;compositing file&#8221; 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 &#8220;set overide&#8221; 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="wmp85"><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="wmp86"><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 &#8220;use raytrace shadows&#8221; 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 &#8220;primary visibility&#8221; 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 &#8220;Create New Set&#8221;.</span><span onmouseover="_tipon(this)" onmouseout="_tipoff()"> Call the set: &#8220;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="wmp87"><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 &#8220;use ray trace shadows&#8221;.</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="wmp88"><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="wmp89"><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="wmp90"><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 &#8220;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="wmp91"><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 &#8220;LightIntensity&#8221; and click &#8220;Refresh Attribute List&#8221; on the right.</span></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 rel="lightbox[454]" href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_033156.jpg"  class="wmp" id="wmp92"><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;">
<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 rel="lightbox[454]" href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_033549.jpg"  class="wmp" id="wmp93"><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;">
<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 rel="lightbox[454]" href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_0342331.jpg"  class="wmp" id="wmp94"><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;">
<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 rel="lightbox[454]" href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_034854.jpg"  class="wmp" id="wmp95"><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 &#8220;gamme correct&#8221; 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 &#8220;Deex&#8221;.</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 &#8220;basic&#8221; 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 &#8220;</span><span onmouseover="_tipon(this)" onmouseout="_tipoff()">CustomShadows&#8221; </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 &#8220;defaut shadows pass&#8221;), 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 &#8220;customPass&#8221;.</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 &#8220;basic&#8221; on your renderLayer.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">Apply him a second time preset &#8220;basic&#8221; 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 &#8220;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;">
<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 rel="lightbox[454]" href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_050516.jpg"  class="wmp" id="wmp96"><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 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>
<p style="text-align: center;"><a class="downloadlink dlimg" href="http://deex.info/wordpress2/wp-content/plugins/download-monitor/download.php?id=12" title="Version 0.78 téléchargé 898 fois" ><img src="http://deex.info/wordpress2/wp-content/plugins/download-monitor/img/download.gif" alt="Téléchargement DeexRenderTool Version 0.78" /></a></p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>Deex Render Tool</title>
		<link>http://deex.info/wordpress2/2009/02/deex-render-tool/</link>
		<comments>http://deex.info/wordpress2/2009/02/deex-render-tool/#comments</comments>
		<pubDate>Mon, 02 Feb 2009 04:36:35 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[deex]]></category>
		<category><![CDATA[deex render tool]]></category>
		<category><![CDATA[diffuse]]></category>
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		<category><![CDATA[maya 2009]]></category>
		<category><![CDATA[mental]]></category>
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		<guid isPermaLink="false">http://deex.info/wordpress2/?p=457</guid>
		<description><![CDATA[Aujourd&#8217;hui je mets à disposition un script que j&#8217;ai développé.



Ce script est un outil de rendu pour Maya 2009.
Je précise que je ne suis pas programmeur/développeur et que donc, il peut y avoir des bugs. J&#8217;ai fais ça en passe temps.
Toute les explications et le téléchargement se trouve ici : Deex Render Tool
Par ailleurs, j&#8217;ai [...]]]></description>
			<content:encoded><![CDATA[<p>Aujourd&#8217;hui je mets à disposition un script que j&#8217;ai développé.</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="wmp98"><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="321" height="128" /></a></p>
<p>Ce script est un outil de rendu pour Maya 2009.</p>
<p>Je précise que je ne suis pas programmeur/développeur et que donc, il peut y avoir des bugs. J&#8217;ai fais ça en passe temps.</p>
<p>Toute les explications et le téléchargement se trouve ici : <a href="http://deex.info/wordpress2/deex-render-tool/" target="_self">Deex Render Tool</a></p>
<p>Par ailleurs, j&#8217;ai rajouté un plugin qui vous permet d&#8217;enregistrer les pages de mon site en .pdf <img src='http://deex.info/wordpress2/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> .</p>
<p>Pour cela, il vous suffit de cliquer sur : PDF version en haut à droite des articles !</p>
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		<title>Deex Render Tool Français</title>
		<link>http://deex.info/wordpress2/tools/deex-render-tool/</link>
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		<pubDate>Mon, 02 Feb 2009 04:25:57 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Non classé]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[compo]]></category>
		<category><![CDATA[compositing]]></category>
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		<category><![CDATA[deex render tool]]></category>
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		<category><![CDATA[fusion]]></category>
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		<guid isPermaLink="false">http://deex.info/wordpress2/?page_id=454</guid>
		<description><![CDATA[Deex Render Tool
.
.
English version here !
.
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 soir. Si vous voyez des bugs, [...]]]></description>
			<content:encoded><![CDATA[<h1 style="text-align: center;">Deex Render Tool</h1>
<p style="text-align: center;">.</p>
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<h3 style="text-align: left;">English version <a href="http://deex.info/wordpress2/deex-render-tool/deex-render-tool-english/">here</a> !</h3>
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<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;">
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;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_031432.jpg"  class="wmp" id="wmp111"><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;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-02_030232.jpg"  class="wmp" id="wmp112"><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 &#8220;use raytrace shadows&#8221;.</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 : &#8220;LightIntensity&#8221;.</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="wmp113"><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 &#8220;use ray trace shadows&#8221;.</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="wmp114"><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="wmp115"><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="wmp116"><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 &#8220;LightIntensity&#8221;.</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="wmp117"><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 &#8220;LightIntensity&#8221; et cliquez sur &#8220;Refresh Attributs List&#8221; 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="wmp118"><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="wmp119"><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="wmp120"><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="wmp121"><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 &#8220;Deex&#8221;. 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 &#8220;basic&#8221; 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 &#8220;customPass&#8221;. 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 &#8220;basic&#8221; sur votre renderLayer. Appliquez lui une deuxième fois le preset &#8220;basic&#8221; 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 &#8220;AutoComp&#8221;.</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;">
<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_050516.jpg"  class="wmp" id="wmp122"><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 898 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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