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	<title>Deex &#187; maya 2009</title>
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		<title>Deex Shaders Pack</title>
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		<pubDate>Sat, 16 Jan 2010 18:39:45 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
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		<description><![CDATA[Deex Shaders Pack is here ! <a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"></a> <a href="http://deex.info/wordpress2/deex-shaders-pack/" target="_self"></a> <a href="http://www.tumblr.com/share/link?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2010%2F01%2Fdeex-shaders-pack%2F&#38;name=Deex+Shaders+Pack" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="https://twitter.com/share?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2010%2F01%2Fdeex-shaders-pack%2F&#38;text=Deex+Shaders+Pack&#38;via=deex" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="mailto:?subject=Deex Shaders Pack&#38;body=http://deex.info/wordpress2/2010/01/deex-shaders-pack/"></a>]]></description>
			<content:encoded><![CDATA[<p>Deex Shaders Pack is here !</p>
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		<title>Deex Shaders Pack</title>
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		<pubDate>Sat, 16 Jan 2010 17:21:34 +0000</pubDate>
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		<description><![CDATA[Deex Shaders Pack V2 &#160; Deex shaders Pack is a collection of shaders with buffers output pass in &#171;&#160;one&#160;&#187; click for MentalRay. You can output all pass quickly like : diffuse, specular, reflection&#8230; This pack is based on the <a href="http://www.puppet.tfdv.com/download/shaders_p_e.shtml" target="_blank">p_shaders</a> from Ledin Pavel aka Puppet. Thank you Pavel. Thank to <a href="http://www.fevrierdorian.com/blog/" target="_blank">FEVRIER Dorian</a> for the help for the compilation [...]]]></description>
			<content:encoded><![CDATA[<h2 style="text-align: center;"><span style="color: #00ccff;">Deex Shaders Pack V2</span></h2>
<p>&nbsp;</p>
<h2 style="text-align: center;"></h2>
<h2 style="text-align: center;"></h2>
<h2 style="text-align: center;"></h2>
<p>Deex shaders Pack is a collection of shaders with buffers output pass in &laquo;&nbsp;one&nbsp;&raquo; click for MentalRay. You can output all pass quickly like : diffuse, specular, reflection&#8230; This pack is based on the <a href="http://www.puppet.tfdv.com/download/shaders_p_e.shtml" target="_blank">p_shaders</a> from Ledin Pavel aka Puppet. Thank you Pavel. Thank to <a href="http://www.fevrierdorian.com/blog/" target="_blank">FEVRIER Dorian</a> for the help for the compilation of the version 2.</p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span style="color: #ff0000;">In this shaders pack :</span></span></h3>
<p>&nbsp;</p>
<p><span style="text-decoration: underline;"><span style="color: #ff0000;"><br />
</span></span></p>
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/packimage2.jpg"  class="wmp" id="wmp16"><img class="size-full wp-image-747 aligncenter" title="packimage2" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/packimage2.jpg" alt="" width="201" height="245" /></a> <span style="text-decoration: underline;"><strong><span style="color: #000000;">Shaders :</span></strong></span></p>
<p><strong>- deeX_Buffer_writter : </strong></p>
<p><strong></strong>
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by WordPress Multibox Plugin v1.3.5" title="powered by WordPress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_Buffer_writter.jpg"  class="wmp" id="wmp17"><img class="aligncenter size-medium wp-image-907" title="deeX_Buffer_writter" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_Buffer_writter-144x300.jpg" alt="" width="144" height="300" /></a>It is a simple constant/surface shader to build your custom pass if you want !</p>
<p><strong>- deeX_mi_car_paint :</strong></p>
<p><strong></strong>
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mi_car_paint.jpg"  class="wmp" id="wmp18"><img class="aligncenter size-medium wp-image-908" title="deeX_mi_car_paint" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mi_car_paint-144x300.jpg" alt="" width="144" height="300" /></a> Like mi_car_paint_phen with outputs. You can upgrade your shader to mi_car_paint_phen_x in one click.</p>
<p><strong>- deeX_mi_metallic_paint :</strong></p>
<p><strong></strong>
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mi_metallic_paint.jpg"  class="wmp" id="wmp19"><img class="aligncenter size-medium wp-image-909" title="deeX_mi_metallic_paint" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mi_metallic_paint-144x300.jpg" alt="" width="144" height="300" /></a> Like mi_metallic_paint with outputs. You can upgrade your shader to mi_metallic_paint_x in one click.</p>
<p><strong>- deeX_mia_material :</strong></p>
<p><strong></strong>
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by WordPress Multibox Plugin v1.3.5" title="powered by WordPress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mia_material.jpg"  class="wmp" id="wmp20"><img class="aligncenter size-medium wp-image-910" title="deeX_mia_material" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_mia_material-144x300.jpg" alt="" width="144" height="300" /></a> Like mia_material_x with outputs. You can upgrade your shader to mia_material_x in one click.</p>
<p><strong>- deeX_misss_fast_shader :</strong></p>
<p><strong></strong>
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by WordPress Multibox Plugin v1.3.5" title="powered by WordPress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_misss_fast_shader.jpg"  class="wmp" id="wmp21"><img class="aligncenter size-medium wp-image-911" title="deeX_misss_fast_shader" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_misss_fast_shader-144x300.jpg" alt="" width="144" height="300" /></a> Like misss_fast_shader with outputs. You can upgrade your shader to misss_fast_shader_x in one click. Be careful : do not forget to create/connect your lightmap network !</p>
<p><strong>- deeX_Buffers_pass :</strong></p>
<p><strong></strong>
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by WordPress Multibox Plugin v1.3.5" title="powered by WordPress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_Buffers_pass.jpg"  class="wmp" id="wmp22"><img class="aligncenter size-medium wp-image-912" title="deeX_Buffers_pass" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/deeX_Buffers_pass-144x300.jpg" alt="" width="144" height="300" /></a> It is the shader for output your pass. Create a &laquo;&nbsp;dummy&nbsp;&raquo; geometry (like a polygon cube), connect this shader in the transform of your cube &#8212;-&gt; mentalray &#8212;-&gt; geometry shader.</p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><strong>Version 2 :</strong></span></h3>
<p><span style="text-decoration: underline;"><strong><br />
</strong></span></p>
<p>- code optimized with the new code of p_shaders from Pavel</p>
<p>- you can save in deex_exr_saver with many compression and nice name in the exr :
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/exr_compress.jpg"  class="wmp" id="wmp23"><img class="aligncenter size-medium wp-image-913" title="exr_compress" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/exr_compress-300x111.jpg" alt="" width="300" height="111" /></a> -  you can choose virtual buffers :
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by WordPress Multibox Plugin v1.3.5" title="powered by WordPress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/virtualfb.jpg"  class="wmp" id="wmp24"><img class="aligncenter size-medium wp-image-914" title="virtualfb" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/virtualfb-300x69.jpg" alt="" width="300" height="69" /></a>- you can gamma correct all shaders in one click for linear workflow :
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by WordPress Multibox Plugin v1.3.5" title="powered by WordPress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/gamma_correct.jpg"  class="wmp" id="wmp25"><img class="aligncenter size-medium wp-image-915" title="gamma_correct" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/gamma_correct-300x169.jpg" alt="" width="300" height="169" /></a>- you can check outputs in one click :
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by WordPress Multibox Plugin v1.3.5" title="powered by WordPress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/automate_output.jpg"  class="wmp" id="wmp26"><img class="aligncenter size-medium wp-image-916" title="automate_output" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/automate_output-297x300.jpg" alt="" width="297" height="300" /></a>- add 10 extras buffers for all shaders to create mask or other :
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by WordPress Multibox Plugin v1.3.5" title="powered by WordPress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/extrabuffers02.jpg"  class="wmp" id="wmp27"><img class="aligncenter size-medium wp-image-917" title="extrabuffers02" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/extrabuffers02-144x300.jpg" alt="" width="144" height="300" /></a>- you can check extras buffers in one click :
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by WordPress Multibox Plugin v1.3.5" title="powered by WordPress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/01/extrabuffers01.jpg"  class="wmp" id="wmp28"><img class="aligncenter size-medium wp-image-918" title="extrabuffers01" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/extrabuffers01-300x132.jpg" alt="" width="300" height="132" /></a> <strong><strong><strong><span style="text-decoration: underline;">Version 2.01 :</span></strong></strong></strong></p>
<p>- fix pass with cutout opacity in deeX_mia_material</p>
<p>- fix error in gamma linear button in deeX_buffers_pass</p>
<p>- add renderLayer overide on the name of the image in the deeX_buffers_pass</p>
<p>- reorder short name of all deex shader</p>
<p><strong><strong><strong><span style="text-decoration: underline;">Version 2.02 :</span></strong></strong></strong></p>
<p><strong><strong><strong> </strong></strong></strong>- compile shaders for linux64</p>
<p><span style="text-decoration: underline;"><strong>Trick :</strong></span></p>
<p>To convert all mia_material (_x(_passes)) in deex_mia_material :</p>
<pre class="brush: jscript; title: ; notranslate">

source AEupgradeMiShader;
string $malistes2[] = `ls -type &quot;mia_material&quot; -type &quot;mia_material_x&quot; -type &quot;mia_material_x_passes&quot; `;

string $montruc;

for ($montruc in $malistes2 )

{

 AEdoMiShaderConversion $montruc deeX_mia_material _deex;

}
</pre>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span style="color: #ff0000;">Download :</span></span></h3>
<p>11/04/2010 : actually, this shaders pack is compiled for :</p>
<p>- win64 Maya 2009/2010/2011.</p>
<p>- win32 Maya 2009/2010/2011</p>
<p>- linux64 Maya 2009/2010/2011</p>
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<p>Here all sources of deex shaders : <a href="http://bitbucket.org/narann/deex-shaders-pack/" target="_blank">http://bitbucket.org/narann/deex-shaders-pack/</a></p>
<p>If someone can compil shaders for Linux, Osx, all maya version, etc etc&#8230;now you can. For help for linux and osx version, you can see the make file of p_shaders. Obviously, if someone compil shaders for other platform, share with everyone&#8230;</p>
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		<item>
		<title>DeexFastBuffersOutput</title>
		<link>http://deex.info/wordpress2/2009/11/deexfastbuffersoutput/</link>
		<comments>http://deex.info/wordpress2/2009/11/deexfastbuffersoutput/#comments</comments>
		<pubDate>Sat, 28 Nov 2009 21:57:43 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[buffers]]></category>
		<category><![CDATA[deex]]></category>
		<category><![CDATA[DeexFastBuffersOutput]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[maya 2009]]></category>
		<category><![CDATA[megatk]]></category>
		<category><![CDATA[mental]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[pass]]></category>
		<category><![CDATA[p_shader]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[rendu]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress2/?p=730</guid>
		<description><![CDATA[Hello, I share my script to output all buffers QUICKY (the render time isn&#8217;t multiplied by 6-7) from : mia_material_x or mia_material_x_passes or mi_car_paint_phen_x or mi_car_paint_phen_x_passes or mi_metallic_paint_x or mi_metallic_paint_x_passes or misss_fast_shader_x or misss_fast_shader_x_passes shader, with the p_megaTk shader. The trick is to use the p_megaTk shader and use special channel to output all buffers, [...]]]></description>
			<content:encoded><![CDATA[<p>Hello,<br />
I share my script to output all buffers <strong>QUICKY</strong> (the render time isn&#8217;t multiplied by 6-7) from : mia_material_x or mia_material_x_passes or mi_car_paint_phen_x or mi_car_paint_phen_x_passes or mi_metallic_paint_x or mi_metallic_paint_x_passes or misss_fast_shader_x or misss_fast_shader_x_passes shader, with the p_megaTk shader.</p>
<p>The trick is to use the p_megaTk shader and use special channel to output all buffers, big thank to Pavel for the shader.</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/2009/11/2009-11-26_001226.jpg"  class="wmp" id="wmp30"><img class="size-medium wp-image-731  aligncenter" title="2009-11-26_001226" src="http://deex.info/wordpress2/wp-content/uploads/2009/11/2009-11-26_001226-167x300.jpg" alt="" width="167" height="300" /></a></p>
<p style="text-align: left;">How is the script working ?</p>
<p style="text-align: left;">Do the shading of your scene normally with *_x shaders. After, to output your pass, run the script with this line in python :</p>
<blockquote>
<p style="text-align: left;">import DeexBufferCreate;DeexBufferCreate.DeexBufferCreate()</p>
</blockquote>
<p>Create a dummy poly cube and connect a <span>&laquo;&nbsp;p_MegaTK_pass&nbsp;&raquo; in the geometry of the transform of the cube and set the option (of the </span><span>&laquo;&nbsp;p_MegaTK_pass&nbsp;&raquo;).</span></p>
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		<title>Infos/Astuces en vrac pour Maya 2009</title>
		<link>http://deex.info/wordpress2/2009/06/infosastuces-en-vrac-pour-maya-2009/</link>
		<comments>http://deex.info/wordpress2/2009/06/infosastuces-en-vrac-pour-maya-2009/#comments</comments>
		<pubDate>Thu, 04 Jun 2009 21:21:13 +0000</pubDate>
		<dc:creator>deex</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[deex render tool]]></category>
		<category><![CDATA[diffuse]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[maya 2009]]></category>
		<category><![CDATA[mental]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[pass]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[rendu]]></category>
		<category><![CDATA[spec]]></category>
		<category><![CDATA[zdeph]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress2/?p=687</guid>
		<description><![CDATA[Bonsoir, Après une longue absence, voici un petit article sur mon expérience sur Maya 2009, les choses à faire, à éviter, à découvrir. Le rendu dans Maya 2009 : Comme vous le savez, on peut créer des pass dans Maya 2009. Mais comme vous le savez (la aussi), Autodesk nous réserve de bonnes surprises sur [...]]]></description>
			<content:encoded><![CDATA[<p>Bonsoir,</p>
<p>Après une longue absence, voici un petit article sur mon expérience sur Maya 2009, les choses à faire, à éviter, à découvrir.</p>
<h3><span style="color: #ff0000;"><span style="text-decoration: underline;"><strong>Le rendu dans Maya 2009 :</strong></span></span></h3>
<p>Comme vous le savez, on peut créer des pass dans Maya 2009. Mais comme vous le savez (la aussi), Autodesk nous réserve de bonnes surprises sur son utilisation.</p>
<p>1) Les pass ne marchent pas avec tout les shaders/materiaux. Les shaders de &laquo;&nbsp;base&nbsp;&raquo; Maya (lambert, blinn, phong, etc etc) prennent toute les pass.</p>
<p>Les shaders MentalRay : seuls quelques un prennent les pass ! De plus ils ne prennent pas toute les pass (le piège, on se retrouve avec des objets tout noir sur certaines pass&#8230;) !</p>
<p>Ici les shaders MentalRay avec leurs pass supportées :</p>
<p>Le <span class="uis-unspecified">mia_material_x_passes :</span><span class="uis-unspecified"> Beauty</span>, <span class="uis-unspecified">Diffuse</span>, <span class="uis-unspecified">Direct                               Irradiance</span>, <span class="uis-unspecified">Indirect</span>, <span class="uis-unspecified">Reflection</span>, <span class="uis-unspecified">Refraction</span>, <span class="uis-unspecified">Specular</span>, <span class="uis-unspecified">Translucence</span></p>
<p>Le <span class="uis-unspecified">mi_metallic_paint_x_passes : </span><span class="uis-unspecified">Ambient Material Color</span>, <span class="uis-unspecified">Beauty</span>, <span class="uis-unspecified">Diffuse</span>, <span class="uis-unspecified">Direct Irradiance</span>, <span class="uis-unspecified">Indirect</span>, <span class="uis-unspecified">Reflection</span>, <span class="uis-unspecified">Specular</span></p>
<p>Le <span class="uis-unspecified">misss_fast_shader_x_passes : </span><span class="uis-unspecified">Beauty</span>, <span class="uis-unspecified">Diffuse</span>, <span class="uis-unspecified">Direct                               Irradiance</span>, <span class="uis-unspecified">Specular</span></p>
<p>Comme vous le voyez, ça peut devenir ingérable&#8230; Si dans votre scène, vous voulez en rendu une pass de <span class="uis-unspecified">Diffuse Material Color (cette pass rend les couleurs &laquo;&nbsp;bruts&nbsp;&raquo; (comme un surface shader mis partout) de vos couleur, texture, etc etc de votre scène), et que vous avez dans votre scène des shaders Maya (lambert, blinn, etc etc) et des shaders MentalRay (</span><span class="uis-unspecified">mia_material_x_passes, etc etc), eh ben&#8230;.c&#8217;est mort. Vous vous retrouverez avec de magnifiques &laquo;&nbsp;objets noirs&nbsp;&raquo; dans votre pass, la ou il y a vos materiaux MentalRay. Car les matériaux MentalRay ne gérent pas cette pass.</span></p>
<p>Résultat :</p>
<p>- soit vous vous faites une scène avec que des shaders Maya (vive l&#8217;évolution, ou la régression&#8230;)</p>
<p>- soit vous vous faites une scène avec tout les matériaux que vous voulez (du moins les shaders MentalRay qui finissent par &laquo;&nbsp;passes&nbsp;&raquo;), et vous ne sortez que les pass : <span class="uis-unspecified">Beauty</span>, <span class="uis-unspecified">Diffuse</span>, <span class="uis-unspecified">Indirect</span>, <span class="uis-unspecified">Reflection</span>, <span class="uis-unspecified">Refraction</span>, <span class="uis-unspecified">Specular</span>, <span class="uis-unspecified">Translucence (super !).</span></p>
<p>A noté que pour le compositing : beauty = <span class="uis-unspecified">Diffuse</span> + <span class="uis-unspecified">Indirect +</span> <span class="uis-unspecified">Reflection +</span> <span class="uis-unspecified">Refraction +</span> <span class="uis-unspecified">Specular +</span> <span class="uis-unspecified">Translucence</span></p>
<p>Addition = add = plus.</p>
<p>Pour que vos pass aient un alpha, il suffit de mettre 4 channels dans les propriétés de la pass (en double cliquant dessus).</p>
<p>2) La transparence est les pass. C&#8217;est simple, j&#8217;ai jamais réussi à compositer une zone qui à de la transparence avec les pass. Je retombe jamais sur la beauty. Il y a toujours un écart de couleur.</p>
<p>Solution : rendre les objects qui ont de la transparence &laquo;&nbsp;à part&nbsp;&raquo;, avec les renderLayers.</p>
<p>3) Le Zdeph. Pour sortir une pass de Z, on utilise la pass : <span class="uis-unspecified">Camera Depth</span> / <span class="uis-unspecified">Camera                            Depth Remapped.</span></p>
<p>Sauf qu&#8217;il y a une astuce : généralement, la 1ère fois, vous avez une image blanche. Que faut il faire ?</p>
<p>Dans les propriétés de la pass (en double cliquant dessus), vous devez coché &laquo;&nbsp;remap value&nbsp;&raquo;.</p>
<p>Le near clipping plane étant la distance de l&#8217;objet le plus prêt. Pour la mesurer, utiliser le &laquo;&nbsp;mesure tool&nbsp;&raquo; (dans le menu create). Faites de même pour le far, qui représente la distance de l&#8217;objet le plus loin.</p>
<p>Le minimum buffer value, laissez le à 0. Le maximum buffer value, mettez le à <strong>100</strong> ! Et oui, je ne sais pas pourquoi, mais si vous voulez une belle pass de Z, il faut mettre 100. Voilà l&#8217;astuce.</p>
<p>4) Les lens shaders (pour mettre vos gamma à 2.2 par exemple) : toute les pass que vous sortez ne prennent pas en compte le lens shaders. Résultat : c&#8217;est ingérable. Franchement, si vous avez mis un Physical Sky par exemple, un mia_exposure_simple est connecté à votre caméra (c&#8217;est un lens shader). A partir de la, oubliez les pass.</p>
<p>Il y a une &laquo;&nbsp;mini astuce&nbsp;&raquo; qui ne marche qu&#8217;avec un mia_exposure_simple. Le truc est de mettre :</p>
<p>- le pedestal à 0</p>
<p>- le gain à 1</p>
<p>- le knee à 0.5</p>
<p>- la compression à 0</p>
<p>- le gamma à 2.2</p>
<p>Résultat, le lens ne fera qu&#8217;appliquer un gamma 2.2 à votre image. Du coup, au compositing, il suffit de prendre vos pass et de mettre un node de correction de gamma à 2.2 au bout de votre compo pour retomber sur vos pattes =).</p>
<p>Mais, mettre un lens pour monter juste le gamma de l&#8217;image à 2.2 : c&#8217;est nul.</p>
<p>5) La coverage et la labelID pass. Le but d&#8217;une pass est de pouvoir avoir des &laquo;&nbsp;couches de l&#8217;images&nbsp;&raquo; en 1 calcule.</p>
<p>Actuellement, je crois que personne à trouver comment utiliser ces pass en même temps que les autres pass. La seul solution pour les utiliser est de créer un renderLayer, et de mettre votre primary buffer en coverage ou label. Du coup, vu qu&#8217;il y a render layer, il y a 2ème calcul. Question : utilité de ces pass ?</p>
<p>Solution pour avoir vos pass labelID et coverage en 1 calcul : utiliser des outputs shaders dans votre caméra.</p>
<p>Allez dans votre caméra, mentalRay, outputShader. Cliquez sur create, réglez votre framebuffer type en coverage ou labelID. Cochez filemode, choisissez le format et mettez un prefix. Voilà.</p>
<p>Attention, n&#8217;oubliez de mettre un attribut miLabel sur chacun de vos objets pour que ça marche (vive les manipulations pas chiantes&#8230;). Si vous n&#8217;avez pas le courage de faire tout cela (ce que je comprends), utilisez mon outil &laquo;&nbsp;<a href="http://deex.info/wordpress2/deex-render-tool/" target="_blank">Deex Render Tool</a>&laquo;&nbsp;. Vous creez un preset de pass en cochant labelId et coverage, et vous appliquez votre preset. Tout ce fait automatiquement ( <img src='http://deex.info/wordpress2/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  ).</p>
<p>6) MentalRay n&#8217;arrive pas à sortir vos pass en 16bit tiff ( ? ).</p>
<p>7) Dans l&#8217;hypershade, si vous avez créez des writeToColorBuffer et que vous faites &laquo;&nbsp;delete unused nodes&nbsp;&raquo;, Maya efface tout vos writeToColorBuffer, même si ils sont utilisés (ah ah).</p>
<p>Solution : &laquo;&nbsp;locker&nbsp;&raquo; vos nodes pour pas que Maya les efface.</p>
<p>Pour cela, un script : sélectionnez vos nodes, et lancer le script :</p>
<div class="wp_syntax">
<div class="code">
<pre class="javascript" style="font-family:monospace;">string $selections<span style="color: #009900;">&#91;</span><span style="color: #009900;">&#93;</span> <span style="color: #339933;">=</span> `ls <span style="color: #339933;">-</span>sl`<span style="color: #339933;">;</span>
string $selection<span style="color: #339933;">;</span>
&nbsp;
<span style="color: #000066; font-weight: bold;">for</span> <span style="color: #009900;">&#40;</span>$currentPas <span style="color: #000066; font-weight: bold;">in</span> $selections<span style="color: #009900;">&#41;</span><span style="color: #009900;">&#123;</span>
lockNode <span style="color: #339933;">-</span>lock <span style="color: #CC0000;">1</span> $currentPas<span style="color: #339933;">;</span>
<span style="color: #009900;">&#125;</span></pre>
</div>
</div>
<p>Quand vous mettez 1 dans le script, cela &laquo;&nbsp;lock&nbsp;&raquo; les nodes, quand vous mettez 0, cela les débloques.</p>
<p>8 ) Les Nparticules instancer (et les particules instancer, à vérifier), les materiaux qui ont de la réfraction et l&#8217;accelaration method en bsp2 : c&#8217;est simple, ça marche pas. Soit les instances n&#8217;apparaissent pas, soit elles ne prennent pas en compte la réfraction.</p>
<p>Solution : ben ne pas utiliser le bsp2 quand on a des particules instancer (de plus il n&#8217;y a pas qu&#8217;avec la réfraction que ça déconne).</p>
<p>Voilà, j&#8217;espère que cela vous à aider un peu. Si vous repérez d&#8217;autre &laquo;&nbsp;bug&nbsp;&raquo; avec des solutions, des astuces, n&#8217;hésitez pas.</p>
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		<title>Deex Render Tool : mise à jour v0.75</title>
		<link>http://deex.info/wordpress2/2009/03/deex-render-tool-mise-a-jour-v075/</link>
		<comments>http://deex.info/wordpress2/2009/03/deex-render-tool-mise-a-jour-v075/#comments</comments>
		<pubDate>Fri, 20 Mar 2009 03:55:46 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
				<category><![CDATA[Blog]]></category>
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		<category><![CDATA[deex]]></category>
		<category><![CDATA[deex render tool]]></category>
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		<guid isPermaLink="false">http://deex.info/wordpress2/?p=651</guid>
		<description><![CDATA[Grosse update en v0.75. Maintenant vous pouvez créer vos propre Pass avec le shader que vous voulez. Toujours en buffer. Tout est toujours centralisé dans un xml. L&#8217;idée est que par exemple, vous mettez l&#8217;outil dans un dossier partagé en réseau, le superviseur crée des presets de pass, des shaders, etc etc, et ceux qui [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">Grosse update en v0.75. Maintenant vous pouvez créer vos propre Pass avec le shader que vous voulez. Toujours en buffer.<br />
Tout est toujours centralisé dans un xml.<br />
L&#8217;idée est que par exemple, vous mettez l&#8217;outil dans un dossier partagé en réseau, le superviseur crée des presets de pass, des shaders, etc etc, et ceux qui font les rendus n&#8217;ont juste qu&#8217;a appliquer le preset.</p>
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		<title>Deex Render Tool : mise à jour v0.70</title>
		<link>http://deex.info/wordpress2/2009/03/deex-render-tool-mise-a-jour-v070/</link>
		<comments>http://deex.info/wordpress2/2009/03/deex-render-tool-mise-a-jour-v070/#comments</comments>
		<pubDate>Sun, 08 Mar 2009 01:02:35 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
				<category><![CDATA[Blog]]></category>
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		<guid isPermaLink="false">http://deex.info/wordpress2/?p=639</guid>
		<description><![CDATA[Mise à jour de l&#8217;outil Deex Render tool. Bug fix quand on se servait des références avec l&#8217;outil lineair. Optimisation du code (vous pouvez nommer vos sets, shader lineair comme vous le voulez), ajout de 23 pass spéciales pour les mia_material_x et mia_material_x_passes ! <a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"></a> <a href="http://deex.info/wordpress2/deex-render-tool/"></a> <a href="http://www.tumblr.com/share/link?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2009%2F03%2Fdeex-render-tool-mise-a-jour-v070%2F&#38;name=Deex+Render+Tool+%3A+mise+%C3%A0+jour+v0.70" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="https://twitter.com/share?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2009%2F03%2Fdeex-render-tool-mise-a-jour-v070%2F&#38;text=Deex+Render+Tool+%3A+mise+%C3%A0+jour+v0.70&#38;via=deex" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="mailto:?subject=Deex Render Tool : mise à jour v0.70&#38;body=http://deex.info/wordpress2/2009/03/deex-render-tool-mise-a-jour-v070/"></a>]]></description>
			<content:encoded><![CDATA[<p>Mise à jour de l&#8217;outil Deex Render tool.</p>
<p>Bug fix quand on se servait des références avec l&#8217;outil lineair.</p>
<p>Optimisation du code (vous pouvez nommer vos sets, shader lineair comme vous le voulez), ajout de 23 pass spéciales pour les mia_material_x et mia_material_x_passes !</p>
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		<title>Mise à jour Deex render Tool v0.68</title>
		<link>http://deex.info/wordpress2/2009/02/mise-a-jour-deex-render-tool-v068/</link>
		<comments>http://deex.info/wordpress2/2009/02/mise-a-jour-deex-render-tool-v068/#comments</comments>
		<pubDate>Sun, 15 Feb 2009 02:28:00 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
				<category><![CDATA[Blog]]></category>
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		<guid isPermaLink="false">http://deex.info/wordpress2/?p=546</guid>
		<description><![CDATA[Bonjour, Mise à jour de l&#8217;outil Deex Render Tool en version v0.68. Ajout de la création des pass Back SSS, Front SSS et Mid SSS automatique pour les shaders misss_fast_skin_maya, misss_fast_shader_x_passes et misss_fast_simple_maya. <a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"></a> <a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/ssstool.jpg"  class="wmp" id="wmp39"></a> <a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"></a> <a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/sss.jpg"  class="wmp" id="wmp40"></a> <a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"></a> <a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/sss1.jpg"  class="wmp" id="wmp41"></a> <a href="http://www.tumblr.com/share/link?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2009%2F02%2Fmise-a-jour-deex-render-tool-v068%2F&#38;name=Mise+%C3%A0+jour+Deex+render+Tool+v0.68" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="https://twitter.com/share?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2009%2F02%2Fmise-a-jour-deex-render-tool-v068%2F&#38;text=Mise+%C3%A0+jour+Deex+render+Tool+v0.68&#38;via=deex" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="mailto:?subject=Mise à jour Deex render Tool v0.68&#38;body=http://deex.info/wordpress2/2009/02/mise-a-jour-deex-render-tool-v068/"></a>]]></description>
			<content:encoded><![CDATA[<p>Bonjour,</p>
<p>Mise à jour de l&#8217;outil Deex Render Tool en version v0.68.</p>
<p>Ajout de la création des pass Back SSS, Front SSS et Mid SSS automatique pour les shaders misss_fast_skin_maya, misss_fast_shader_x_passes et misss_fast_simple_maya.</p>
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		<title>Mise à jour de Deex Render Tool</title>
		<link>http://deex.info/wordpress2/2009/02/mise-a-jour-de-deex-render-tool/</link>
		<comments>http://deex.info/wordpress2/2009/02/mise-a-jour-de-deex-render-tool/#comments</comments>
		<pubDate>Fri, 13 Feb 2009 06:43:42 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
				<category><![CDATA[Non classé]]></category>
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		<description><![CDATA[Bonjour, Mise à jour de mon outil Deex Render Tool en version 0.67. Ajout de la pass Label ID et Coverage automatique (mets un label à vos objets, etc etc&#8230;) Cliquez sur l&#8217;image : <a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"></a> <a href="../wordpress2/deex-render-tool/"></a> <a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"></a> <a href="../wordpress2/deex-render-tool/"></a> <a href="http://www.tumblr.com/share/link?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2009%2F02%2Fmise-a-jour-de-deex-render-tool%2F&#38;name=Mise+%C3%A0+jour+de+Deex+Render+Tool" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="https://twitter.com/share?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2009%2F02%2Fmise-a-jour-de-deex-render-tool%2F&#38;text=Mise+%C3%A0+jour+de+Deex+Render+Tool&#38;via=deex" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="mailto:?subject=Mise à jour de Deex Render Tool&#38;body=http://deex.info/wordpress2/2009/02/mise-a-jour-de-deex-render-tool/"></a>]]></description>
			<content:encoded><![CDATA[<p>Bonjour,</p>
<p>Mise à jour de mon outil Deex Render Tool en version 0.67.</p>
<p>Ajout de la pass Label ID et Coverage automatique (mets un label à vos objets, etc etc&#8230;)</p>
<p>Cliquez sur l&#8217;image :</p>
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		<title>Astuce : réglage temps réel de vos lumières.</title>
		<link>http://deex.info/wordpress2/2009/02/astuce-reglage-temps-reel-de-vos-lumieres/</link>
		<comments>http://deex.info/wordpress2/2009/02/astuce-reglage-temps-reel-de-vos-lumieres/#comments</comments>
		<pubDate>Tue, 03 Feb 2009 20:10:16 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
				<category><![CDATA[Non classé]]></category>
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		<category><![CDATA[layers]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[lumière]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[maya 2009]]></category>
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		<description><![CDATA[Bonsoir, Aujourd&#8217;hui un petit tutorial qui montre un workflows pour régler vos lumières. Idéale quand on à des scènes très lourde. Cliquez sur l&#8217;image : <a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"></a> <a href="http://deex.info/wordpress2/tutorial2/astuce-reglage-temps-reel-de-vos-lumieres/"></a> <a href="http://www.tumblr.com/share/link?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2009%2F02%2Fastuce-reglage-temps-reel-de-vos-lumieres%2F&#38;name=Astuce+%3A+r%C3%A9glage+temps+r%C3%A9el+de+vos+lumi%C3%A8res." target="_blank" class="mr_social_sharing_popup_link"></a> <a href="https://twitter.com/share?url=http%3A%2F%2Fdeex.info%2Fwordpress2%2F2009%2F02%2Fastuce-reglage-temps-reel-de-vos-lumieres%2F&#38;text=Astuce+%3A+r%C3%A9glage+temps+r%C3%A9el+de+vos+lumi%C3%A8res.&#38;via=deex" target="_blank" class="mr_social_sharing_popup_link"></a> <a href="mailto:?subject=Astuce : réglage temps réel de vos lumières.&#38;body=http://deex.info/wordpress2/2009/02/astuce-reglage-temps-reel-de-vos-lumieres/"></a>]]></description>
			<content:encoded><![CDATA[<p>Bonsoir,</p>
<p>Aujourd&#8217;hui un petit tutorial qui montre un workflows pour régler vos lumières.</p>
<p>Idéale quand on à des scènes très lourde.</p>
<p>Cliquez sur l&#8217;image :</p>
<p style="text-align: center;">
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		<title>Astuce : réglage temps réel de vos lumières.</title>
		<link>http://deex.info/wordpress2/tutorial2/astuce-reglage-temps-reel-de-vos-lumieres/</link>
		<comments>http://deex.info/wordpress2/tutorial2/astuce-reglage-temps-reel-de-vos-lumieres/#comments</comments>
		<pubDate>Tue, 03 Feb 2009 19:58:03 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
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		<description><![CDATA[Bonjour, Petit tutorial ou je vais vous montrer comment régler très rapidement vos lumière sous Maya 2009, quasi en temps réel, afin de gagner beaucoup de temps. La seule chose à faire est de placer vos directions de lumières. Exemple : <a href="http://www.rutschmann.biz" title="powered by WordPress Multibox Plugin v1.3.5" target="_blank"></a> <a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_183718.jpg"  class="wmp" id="wmp51"></a> Ici j&#8217;ai placer 3 lampes : - 1 spot en haut - 2 areas [...]]]></description>
			<content:encoded><![CDATA[<p>Bonjour,</p>
<p>Petit tutorial ou je vais vous montrer comment régler très rapidement vos lumière sous Maya 2009, quasi en temps réel, afin de gagner beaucoup de temps.</p>
<p>La seule chose à faire est de placer vos directions de lumières.</p>
<p>Exemple :</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_183718.jpg"  class="wmp" id="wmp67"><img class="size-medium wp-image-491 aligncenter" title="2009-02-03_183718" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_183718-300x202.jpg" alt="" width="300" height="202" /></a></p>
<p style="text-align: left;">Ici j&#8217;ai placer 3 lampes :</p>
<p style="text-align: left;">- 1 spot en haut</p>
<p style="text-align: left;">- 2 areas lights de chaque côté</p>
<p style="text-align: left;">N&#8217;oublions pas le final gather qui est aussi une lumière indirecte. Mais pour l&#8217;instant désactivez le !</p>
<p style="text-align: left;">Mais attention, toute l&#8217;astuce est la : ne réglez en aucun cas  l&#8217;<strong>intensité</strong> et la <strong>couleur</strong> des lampes. Du moins, faite en sorte que leur intensité soit forte sur chaque lumière (à la limite du &laquo;&nbsp;cramé&nbsp;&raquo;). Généralement, laissez tout à 1, couleur blanche.</p>
<p style="text-align: left;">Une fois vos lumières misent dans la bonne direction, on va créer des passContributionMap et un renderLayer juste pour le finalGather.</p>
<p style="text-align: left;">Pour rappel, un passContributionMap permet de séparer des objets pendant un rendu.</p>
<p style="text-align: left;">Et c&#8217;est la toute l&#8217;astuce. Ici nous avons 3 lumières.</p>
<p style="text-align: left;">Donc pour cela, nous allons créer 3 passContributionMaps qu&#8217;on vas nomer avec le nom de chaque lumière.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_192802.jpg"  class="wmp" id="wmp68"><img class="size-medium wp-image-498 aligncenter" title="2009-02-03_192802" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_192802.jpg" alt="" width="246" height="228" /></a></p>
<p style="text-align: center;">
<p style="text-align: left;">Une fois vos passContributionMaps crées, mettez <strong>TOUT</strong> les objets dans chaques passContributionMap, sauf les lampes !</p>
<p style="text-align: left;">Puis, pour chaques passContributionMaps, mettez la lampe qui corresponds.</p>
<p style="text-align: left;">Exemple : dans le passContributionMap &laquo;&nbsp;spot&nbsp;&raquo;, on va mettre tout les objets + le spot.</p>
<p style="text-align: left;">Etc etc&#8230;</p>
<p style="text-align: left;">Maintenant, créez un renderLayer, nommez le &laquo;&nbsp;finalGather&nbsp;&raquo;. Mettez tout les objets dedans sauf les lampes ! (n&#8217;oubliez pas de mettre le mentalrayIbl1).</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_193217.jpg"  class="wmp" id="wmp69"><img class="size-medium wp-image-499 aligncenter" title="2009-02-03_193217" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_193217.jpg" alt="" width="246" height="177" /></a></p>
<p style="text-align: left;">Puis, pour le layer finalGather, faites un overide pour activer le finalGather.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_193324.jpg"  class="wmp" id="wmp70"><img class="size-medium wp-image-500 aligncenter" title="2009-02-03_193324" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_193324-221x300.jpg" alt="" width="221" height="300" /></a></p>
<p style="text-align: left;">Maintenant, nous allons associer une pass &laquo;&nbsp;beauty&nbsp;&raquo; à chaque passContributionMap (de notre layer masterLayer).</p>
<p style="text-align: left;">Pour cela, allez dans les options de rendu (faites bien attention d&#8217;être sur le masterLayer), et créez (pour notre exemple), 3 pass de beauty.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_193506.jpg"  class="wmp" id="wmp71"><img class="alignnone size-medium wp-image-501" title="2009-02-03_193506" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_193506-236x300.jpg" alt="" width="236" height="300" /></a></p>
<p style="text-align: left;">Pour mieux s&#8217;y retrouver, on va renommer nos pass avec le nom de chaque lampe, la aussi.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_193603.jpg"  class="wmp" id="wmp72"><img class="alignnone size-medium wp-image-502" title="2009-02-03_193603" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_193603-300x145.jpg" alt="" width="300" height="145" /></a></p>
<p style="text-align: left;">Maintenant, on va associer chaque pass a chaque passContributionMap.</p>
<p style="text-align: left;">Pour cela, vous sélectionnez une pass (on va prendre la pass &laquo;&nbsp;spot&nbsp;&raquo;), vous cliquez sur la petite flèche pour la descendre, dans Associated Pass Contribution Map, selectionnez la passContributionMap &laquo;&nbsp;spot&nbsp;&raquo;, et cliquez sur la petit flèche pour redescendre la pass.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_193736.jpg"  class="wmp" id="wmp73"><img class="alignnone size-medium wp-image-503" title="2009-02-03_193736" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_193736-226x300.jpg" alt="" width="226" height="300" /></a></p>
<p style="text-align: left;">Faites de même pour toute les autres pass.</p>
<p style="text-align: left;">Mettez le format d&#8217;image en .exr afin d&#8217;avoir les image en 32 bits (c&#8217;est une sécurité. Si une lampe &laquo;&nbsp;crame&nbsp;&raquo; trop, vous pouvez tout rattraper).</p>
<p style="text-align: left;">Et vu qu&#8217;on veut du 32 bits, on devra mettre nos pass en&#8230;32 bits. Donc double cliquez sur vos pass et mettez dans frame buffer type : 32 bits Float.</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/2009/02/2009-02-03_200216.jpg"  class="wmp" id="wmp74"><img class="size-medium wp-image-504 aligncenter" title="2009-02-03_200216" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_200216-300x213.jpg" alt="" width="300" height="213" /></a></p>
<p style="text-align: left;">Voilà, votre scène est réglé.</p>
<p style="text-align: left;">Faites un rendu (batch render).</p>
<p style="text-align: left;">Normalement, vous devriez avoir une image bien cramé.</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/2009/02/2009-02-03_191638.jpg"  class="wmp" id="wmp75"><img class="size-medium wp-image-497 aligncenter" title="2009-02-03_191638" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_191638-300x169.jpg" alt="" width="300" height="169" /></a></p>
<p style="text-align: left;">Mais en parallèle, vous devriez avoir 3 images de plus qui correspondent à chaques lampes ! (et ça c&#8217;est puissant =) ), une autre image qui correspond a votre finalGather !</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_201107.jpg"  class="wmp" id="wmp76"><img class="size-medium wp-image-505 aligncenter" title="2009-02-03_201107" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_201107-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p style="text-align: center;">Final Gather</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_201216.jpg"  class="wmp" id="wmp77"><img class="alignnone size-medium wp-image-506" title="2009-02-03_201216" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_201216-300x167.jpg" alt="" width="300" height="167" /></a></p>
<p style="text-align: center;">AreaLight de droite</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_201306.jpg"  class="wmp" id="wmp78"><img class="alignnone size-medium wp-image-507" title="2009-02-03_201306" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_201306-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p style="text-align: center;">AreaLight de gauche</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_201418.jpg"  class="wmp" id="wmp79"><img class="alignnone size-medium wp-image-508" title="2009-02-03_201418" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_201418-300x169.jpg" alt="" width="300" height="169" /></a></p>
<p style="text-align: center;">Le spot</p>
<p style="text-align: left;">Maintenant on va utiliser notre logiciel de compositing pour régler nos lampes !</p>
<p style="text-align: left;">Pour cela, il suffit juste de prendre toute nos images et de les mettre en additive :</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_201813.jpg"  class="wmp" id="wmp80"><img class="size-medium wp-image-509 aligncenter" title="2009-02-03_201813" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_201813-300x275.jpg" alt="" width="300" height="275" /></a></p>
<p style="text-align: left;">Comme vous le voyez, tout est cramé. Et l&#8217;astuce est donc de régler toute vos lampes ici, grâce a des corrections de couleur (qui correspondrons à la couleur de vos lampes) et grâce à des corrections de gain !</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_202405.jpg"  class="wmp" id="wmp81"><img class="size-medium wp-image-510 aligncenter" title="2009-02-03_202405" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_202405-300x167.jpg" alt="" width="300" height="167" /></a></p>
<p style="text-align: left;">Ici les réglage du color gain :</p>
<p style="text-align: left;">- finalGather : 0.2</p>
<p style="text-align: left;">- arealight de gauche et de droite : 0.15</p>
<p style="text-align: left;">- spot : 0.05</p>
<p style="text-align: left;">Je n&#8217;ai pas coloré les lampes ici, mais vous pouvez !</p>
<p style="text-align: left;">Maintenant, la dernière ligne droite. Il suffit juste de reprendre ces valeurs et de le reporté dans votre scène Maya.</p>
<p style="text-align: left;">Évidement, avec le bon &laquo;&nbsp;ratio&nbsp;&raquo;. Le gain de base étant à 1. Si je l&#8217;ai baissé en compositing à 0.2 et que ma lampe avait de base 1 en intensité, alors je lui mettrais 0.2. Si ma lampe avait une intensité de 10, alors je lui mettrais 2 !</p>
<p style="text-align: left;">Retirer toute les passContributionMap, toute les pass, le layer de finalGather. Activer le finalGather dans le masterLayer (en oubliant pas de lui mettre les même valeur qu&#8217;au compositing).</p>
<p style="text-align: left;">Faites un rendu :</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_212149.jpg"  class="wmp" id="wmp82"><img class="alignnone size-medium wp-image-519" title="2009-02-03_212149" src="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_212149-300x172.jpg" alt="" width="300" height="172" /></a></p>
<p style="text-align: left;">Et voilà, vous avez exactement la même image qu&#8217;en compositing.</p>
<p style="text-align: left;">L&#8217;avantage de ce système est que si vous avez une scène super lourde, qui prend des heures de rendu, vous n&#8217;avez pas à faire et refaire et refaire des rendus pour régler votre éclairage !</p>
<p style="text-align: left;">
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