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<channel>
	<title>Deex &#187; shading</title>
	<atom:link href="http://deex.info/wordpress2/tag/shading/feed/" rel="self" type="application/rss+xml" />
	<link>http://deex.info/wordpress2</link>
	<description>Le blog de Damien BATAILLE</description>
	<lastBuildDate>Mon, 10 May 2010 19:26:48 +0000</lastBuildDate>
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			<item>
		<title>Deex Shaders Pack v2 is here&#8230;</title>
		<link>http://deex.info/wordpress2/2010/05/deex-shaders-pack-v2-is-here/</link>
		<comments>http://deex.info/wordpress2/2010/05/deex-shaders-pack-v2-is-here/#comments</comments>
		<pubDate>Sun, 09 May 2010 22:24:56 +0000</pubDate>
		<dc:creator>delphine</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[buffers]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[diffuse]]></category>
		<category><![CDATA[hypershade]]></category>
		<category><![CDATA[image]]></category>
		<category><![CDATA[layers]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mental]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[pass]]></category>
		<category><![CDATA[render]]></category>
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		<category><![CDATA[tool]]></category>

		<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>
		<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>
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		<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;">
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by Wordpress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by Wordpress Multibox Plugin v1.3.5" title="powered by Wordpress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/02/deexclassroom.jpg"  class="wmp" id="wmp4"><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="wmp5"><img class="aligncenter size-medium wp-image-762" title="allpass" src="http://deex.info/wordpress2/wp-content/uploads/2010/02/allpass-300x113.jpg" alt="" width="300" height="113" /></a></p>
<p style="text-align: left;">Here the compositing : Beauty = diffuse_level * (diffuse_raw + indirect_post_ao) + refl_result + refr_result + spec_result</p>
<p style="text-align: center;">
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by Wordpress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by Wordpress Multibox Plugin v1.3.5" title="powered by Wordpress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/wp-content/uploads/2010/02/2010-02-07_162638.jpg"  class="wmp" id="wmp6"><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/wordpress2/2010/01/deex-shaders-pack/</link>
		<comments>http://deex.info/wordpress2/2010/01/deex-shaders-pack/#comments</comments>
		<pubDate>Sat, 16 Jan 2010 18:39:45 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[buffers]]></category>
		<category><![CDATA[buffers_api]]></category>
		<category><![CDATA[buffers_store]]></category>
		<category><![CDATA[buffers_write]]></category>
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		<category><![CDATA[diffuse]]></category>
		<category><![CDATA[hypershade]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[maya 2009]]></category>
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		<category><![CDATA[pass]]></category>
		<category><![CDATA[p_shader]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[rendu]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[spec]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress2/?p=749</guid>
		<description><![CDATA[Deex Shaders Pack is here !



]]></description>
			<content:encoded><![CDATA[<p>Deex Shaders Pack is here !</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/deex-shaders-pack/" target="_self"><img class="size-full wp-image-747    aligncenter" title="packimage2" src="http://deex.info/wordpress2/wp-content/uploads/2010/01/packimage2.jpg"  alt="" width="201" height="245" / class="wmp" id="wmp8"></a></p>
]]></content:encoded>
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		<slash:comments>0</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>
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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="wmp24"><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="wmp25"><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="wmp26"><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="wmp27"><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="wmp28"><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="wmp29"><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="wmp30"><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="wmp31"><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="wmp32"><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="wmp33"><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="wmp34"><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="wmp35"><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;">
<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="wmp36"><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;">
<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="wmp37"><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;">
<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="wmp38"><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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		</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;">
<div class="MultiBoxHelp" id="MultiBoxHelp"><a href="http://www.rutschmann.biz" title="powered by Wordpress Multibox Plugin v1.3.5" target="_blank"><img src="http://deex.info/wordpress2/wp-content/plugins/wordpress-multibox-plugin/images/help.png" alt="powered by Wordpress Multibox Plugin v1.3.5" title="powered by Wordpress Multibox Plugin v1.3.5"></a></div>
<p><a href="http://deex.info/wordpress2/deex-render-tool/deex-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="wmp40"></a></p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>About me / CV</title>
		<link>http://deex.info/wordpress2/about-me/</link>
		<comments>http://deex.info/wordpress2/about-me/#comments</comments>
		<pubDate>Wed, 13 May 2009 22:46:06 +0000</pubDate>
		<dc:creator>Popo86</dc:creator>
				<category><![CDATA[Non classé]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[maya 2009]]></category>
		<category><![CDATA[mel]]></category>
		<category><![CDATA[melscript]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[rendu]]></category>
		<category><![CDATA[shading]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress2/?page_id=672</guid>
		<description><![CDATA[Damien BATAILLE
23 years, French

Phone : + 33 6 84 17 36 78
 Mail: deex@deex.info
URL: http://deex.info/
___________________________________________________________________

- Skills :
Lighting / rendering / pre-compositing. But I also have a large knowledge in all areas like modeling, animation, dynamics, lighting, rendering, mel scripting, texturing, 3D tracking, photography, etc&#8230;
___________________________________________________________________
- Softwares :
I work on Linux, windows and Osx.
3D Packages : I [...]]]></description>
			<content:encoded><![CDATA[<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><strong>Damien BATAILLE</strong></span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="direction: ltr; text-align: left;">23 years, French<br />
</span></span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="direction: ltr; text-align: left;"><em>Phone </em></span><em>:</em> + 33 6 84 17 36 78</span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="direction: ltr; text-align: left;"><em> </em></span><em>Mail:</em> deex@deex.info</span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><em>URL:</em> <a href="http://deex.info/" target="_blank">http://deex.info/</a></span></p>
<p style="text-align: center;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()">___________________________________________________________________<br />
</span></p>
<p><span style="text-decoration: underline;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="font-size: medium;"><strong>- Skills :</strong></span></span></span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Lighting / rendering / pre-compositing. But I also have a large knowledge in all areas like modeling, animation, dynamics, lighting, rendering, mel scripting, texturing, 3D tracking, photography, etc&#8230;</span></p>
<p style="text-align: center;">___________________________________________________________________</p>
<p><span style="text-decoration: underline;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="font-size: medium;"><strong>- Softwares :</strong></span></span></span></p>
<p>I work on Linux, windows and Osx.</p>
<p><span style="color: #ff0000;">3D Packages</span> : I work mainly on Maya.</p>
<p>- Maya                                                                                       <span style="color: #808080;"><em>3 Years / Intermediate +</em></span></p>
<p>- Softimage XSI                                                                         <span style="color: #808080;"><em>1 Year  / Junior</em></span></p>
<p><span style="color: #ff0000;">Render Engines</span> : Large knowledge of MentalRay (3d party shaders, pass&#8230;). Check on my website : DeexRenderTool<br />
- Mentalray (shading, light, optimization, etc …)                 <span style="color: #808080;"><em>3 Years / Senior</em></span><br />
- Renderman     (Prman, 3delight&#8230;)                                             <em> <span style="color: #808080;">1 Year  / Junior ++</span></em><br />
- V-ray (Beta tester for V-ray Maya)                                        <span style="color: #808080;"> <em>2 Years / Intermediate +</em></span><br />
- Maxwell, etc …</p>
<p><span style="color: #ff0000;">Programming</span> : Check <a href="http://deex.info/wordpress2/tools/">here</a> : Deex Render Tool, Deex Render Booster, Vray to Nuke, that I&#8217;m developing on my Website<br />
- Mel                                                                                         <span style="color: #808080;"> <em>2 Years / Intermediate+</em></span><br />
- Python                                                                                   <em> <span style="color: #808080;">2 Years / Intermediate+</span></em></p>
<p><span style="color: #ff0000;">Shading writting</span> :<br />
- MentalRay : I created Deex shader Pack in C++ based on p_shaders. Rewriting MentalRay shaders<br />
with integrated buffers.<br />
- Renderman : I start learn rsl language.</p>
<p><span style="color: #ff0000;">Compositing</span> : Very good knowledge in multipass compositing (check my tool to automate the compositing)<br />
- Nuke                                                                                    <span style="color: #808080;"> <em>2 Year  / Intermediate</em></span><br />
- Digital Fusion                                                                        <span style="color: #808080;"><em>1 Years / Intermediate</em></span><br />
- Shake                                                                                                                                                                                                                         <span style="color: #808080;"><em>1 Year  / Intermediate</em></span><br />
- After Effects                                                                         <em> <span style="color: #808080;">1 Year  / Junior +</span></em></p>
<p><span style="color: #ff0000;">Other tools </span>: All «basic» softwares<br />
- Photoshop                                                                            <span style="color: #808080;"><em>3 Years / Intermediate +</em></span><br />
- UvLayout, Unfold3D                                                              <span style="color: #808080;"><em>3 Years / Senior</em></span><br />
- HDRshop (creating HDRI map)<br />
- Mudbox                                                                                 <span style="color: #808080;"> <em>1 Year  / Junior</em></span><br />
- Renderfarm : Smedge, Royal Render, Render Pal, Foam, backburner, Alfred …</p>
<p style="text-align: center;">___________________________________________________________________</p>
<p><span style="text-decoration: underline;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="font-size: medium;"><strong>- Experiences :</strong></span></span></span></p>
<p><span style="color: #339900;">May 2010  :</span> Software tester and pipeline for Duran-Duboi.</p>
<p><span style="color: #339900;">April 2010  :</span> Commercial for &#8220;Ubisoft&#8221; at Fullscreen  (shading / lighting / rendering). Commercial for the TV channel &#8220;M6&#8243; at Snarx-FX  (shading / lighting /  rendering).</p>
<p><span style="color: #339900;">March 2010  :</span> Commercial in stereoscopy for &#8220;Metropolitan Film&#8221; at Duran-Duboi  (shading / lighting / rendering).</p>
<p><span style="color: #339900;">February 2010  :</span> Commercial for the TV channel &#8220;Planet&#8221; at  Primitive-animation (shading / lighting / rendering).</p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">January 2010 :</span></span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">Commercial for &#8220;Elle et Vire&#8221; at Fullscreen.</span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">Commercial for</span> the website : &#8220;Hotel.com&#8221; at Fullscreen (Camera mapping / shading / lighting / rendering). <span onmouseover="_tipon(this)" onmouseout="_tipoff()">Commercial for</span> the TV channel &#8220;Planet&#8221; at Primitive-animation (shading / lighting / rendering).</p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">November / December 2009 :</span></span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">Commercial for</span> the TV channel &#8220;Al Jazeera Sport&#8221; and identity at View (layout / shading / lighting / rendering). <span onmouseover="_tipon(this)" onmouseout="_tipoff()">Commercial for &#8220;</span>Color Vive&#8221; at Fullscreen.</p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">October 2009 :</span></span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">Commercial for</span> &#8220;L&#8217;Oréal Serum&#8221; at Fullscreen. <span onmouseover="_tipon(this)" onmouseout="_tipoff()">Commercial </span>for the TV channel &#8220;Al Jazeera Sport&#8221; and identity at View.</p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">September 2009 :</span></span> <span onmouseover="_tipon(this)" onmouseout="_tipoff()">Commercial for</span> &#8220;L&#8217;Oréal&#8221; at Fullscreen. I created a script for View for a commercial &#8220;Al Jazeera Sport&#8221;. <span onmouseover="_tipon(this)" onmouseout="_tipoff()">Commercial for</span> the TV channel &#8220;France 3&#8243; at Fullscreen.</p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">July / August 2009 :</span></span><span onmouseover="_tipon(this)" onmouseout="_tipoff()"> Feature film &#8220;Lucky Luke&#8221; at Duran Duboi. Scripting many tools to accelerate and automate the layout. Shading / lighting / rendering / pre-compositing<br />
</span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">June 2009 :</span></span> Shading / Lighting / rendering on a commercial for the French Federation of Cardiology at Fullscreen. Shading / Lighting / rendering on a commercial for &#8220;Chanel&#8221; at Fullscreen. Shading / Lighting / rendering on a commercial for &#8220;Franck Provost&#8221; at Fullscreen.</p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">March/ April/ May 2009:</span> Feature film &#8220;Lucky Luke&#8221; (layout / shading / lighting / rendering / pre-compositing) + feature film &#8220;Le siffleur&#8221; (shading / lighting / rendering / pre-compositing ) + feature &#8220;Micmacs &#8220;by Jean-Pierre Jeunet (shading / lighting / rendering / pre-compositing) at Duran Duboi.</span> <span id="intelliTXT" class="smallTxt desc"><em><strong> </strong></em></span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"> <span style="color: #339900;">February 2009:</span> Feature film &#8220;Lucky Luke&#8221; (layout / shading / lighting / rendering / pre-compositing) at Duran Duboi.</span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">January 2009:</span> Commercial for “L’Oréal” at Fullscreen (lighting / rendering / compositing)</span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">December 2008:</span> </span>Commercial for “Badoit” at Fullscreen (modeling / lighting)</p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">November 2008:</span> </span>Commercial for “Renault” at Fullscreen (lighting / rendering)</p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">August / September / October 2008: <span style="color: #000000;">Feature film</span></span> <a href="http://209.85.229.132/translate_c?hl=fr&amp;ie=UTF-8&amp;sl=fr&amp;tl=en&amp;u=http://deex.info/wordpress2/2008/10/teaser-underworld-3/&amp;prev=_t&amp;rurl=translate.google.fr&amp;usg=ALkJrhgbS3B1cag_FhpN_qbvEpf85pqFKw" target="_blank">&#8220;Underworld 3: Rise Of The Lycans&#8221; at Duran</a> <span style="color: #000000;"><span style="color: #339900;">(lighteur / rendereur / pre-composing on wolves and werewolves&#8217; FXs)</span></span></span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">July 2008:</span> </span>Commercial for “Renault” at Fullscreen.</p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">June 2008:</span> </span>Commercial for anti-alcohol &#8220;INPES&#8221; at Partizan. Research for Chanel at Fullscreen.</p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">May 2008:</span> Two commercials for &#8220;Tefal&#8221; at Reepost.</span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">April 2008:</span> Commercial for &#8220;Zaoza&#8221; at Reepost. Commercial for “Absolute Vodka” at Vidéomage.</span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">March 2008:</span> Commercial for “Samsung” at Zorba Production.<br />
</span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">February 2008:</span> Commercial for “Dacia Renault” (check my work) at Zorba Production.</span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">anuary 2008:</span> Commercial for Alfa Romeo at Zorba Production.</span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">December 2007/Janvier 2008:</span> Commercial for “Citroën C4 Picasso” at Def2shoot.</span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">November 2007:</span> Work on the clip for Gulia (Lighting, rendering)</span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">October 2007:</span> Work on a feature animation (Yona) in Def2shoot.</span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="color: #339900;">2004-2007:</span> Student at the School of digital special effects Artfx</span></p>
<p style="text-align: center;">___________________________________________________________________</p>
<p><span style="text-decoration: underline;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="font-size: medium;"><strong>- Degrees :</strong></span></span></span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Stage at <span style="color: #339900;">Def2shoot</span>.</span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Diploma in computer graphics and 3D animation <span style="color: #339900;">ArtFx.</span></span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Bac STI Génie Electrotechnique.</span></p>
<p style="text-align: center;">___________________________________________________________________</p>
<p><span style="text-decoration: underline;"><span onmouseover="_tipon(this)" onmouseout="_tipoff()"><span style="font-size: medium;"><strong>- Other :</strong></span></span></span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Hobbies: BMX, film, internet, computer and console hack, traveling (lived 10 years in Réunion island)</span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()">Languages :</span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()">- French : <span style="color: #888888;"><em>native</em></span><br />
</span></p>
<p><span onmouseover="_tipon(this)" onmouseout="_tipoff()">- English : </span><span style="color: #888888;"><em>proficient</em></span><br />
<span style="font-size: xx-large;"><br />
</span></p>
<p style="text-align: center;"><span style="color: #888888;"><span style="color: #ff0000;"><span style="font-size: large;"><a href="http://deex.info/wordpress2/wp-content/plugins/download-monitor/download.php?id=20">Click here to save or print my CV in PDF.</a></span></span></span></p>
]]></content:encoded>
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		</item>
		<item>
		<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>
				<category><![CDATA[Non classé]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[compo]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[deex]]></category>
		<category><![CDATA[fusion]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[maya 2009]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[rendu]]></category>
		<category><![CDATA[shading]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress2/?page_id=490</guid>
		<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 :



Ici j&#8217;ai placer 3 lampes :
- 1 spot en haut
- 2 areas lights de chaque côté
N&#8217;oublions pas le [...]]]></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="wmp57"><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 &#8220;cramé&#8221;). 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="wmp58"><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 &#8220;spot&#8221;, 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 &#8220;finalGather&#8221;. 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="wmp59"><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="wmp60"><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 &#8220;beauty&#8221; 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="wmp61"><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="wmp62"><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 &#8220;spot&#8221;), vous cliquez sur la petite flèche pour la descendre, dans Associated Pass Contribution Map, selectionnez la passContributionMap &#8220;spot&#8221;, 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="wmp63"><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 &#8220;crame&#8221; 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;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_200216.jpg"  class="wmp" id="wmp64"><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;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2009/02/2009-02-03_191638.jpg"  class="wmp" id="wmp65"><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="wmp66"><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="wmp67"><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="wmp68"><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="wmp69"><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="wmp70"><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="wmp71"><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 &#8220;ratio&#8221;. 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="wmp72"><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;">
]]></content:encoded>
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		<title>Deex Render Tool Français</title>
		<link>http://deex.info/wordpress2/tools/deex-render-tool/</link>
		<comments>http://deex.info/wordpress2/tools/deex-render-tool/#comments</comments>
		<pubDate>Mon, 02 Feb 2009 04:25:57 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Non classé]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[compo]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[deex]]></category>
		<category><![CDATA[deex render tool]]></category>
		<category><![CDATA[diffuse]]></category>
		<category><![CDATA[fusion]]></category>
		<category><![CDATA[hypershade]]></category>
		<category><![CDATA[image]]></category>
		<category><![CDATA[layers]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[maya 2009]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[pass]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[rendu]]></category>
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		<category><![CDATA[tool]]></category>

		<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>
<p style="text-align: center;">.</p>
<h3 style="text-align: left;">English version <a href="http://deex.info/wordpress2/deex-render-tool/deex-render-tool-english/">here</a> !</h3>
<p>.</p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span style="color: #ff0000;"><em><strong>Qu&#8217;est ce que Deex Render Tool ?</strong></em></span></span></h3>
<p><span style="text-decoration: underline;"><span style="color: #ff0000;"><em><strong><br />
</strong></em></span></span></p>
<p style="text-align: left;">Deex Render Tool est un petit outil que j&#8217;ai créé afin d&#8217;accélérer et simplifier la gestion de la mise en place d&#8217;une scène de rendu.</p>
<p style="text-align: left;">Je ne suis pas programmeur. J&#8217;ai fait cet outil pendant mon temps libre, le soir. Si vous voyez des bugs, des lignes de programmation (en Python) mal écrites, n&#8217;hésitez pas à m&#8217;en faire part afin d&#8217;améliorer le script.</p>
<p style="text-align: left;"><span style="color: #0000ff;"><span style="text-decoration: underline;">Historique :</span></span></p>
<p style="text-align: left;">- dimanche 29 mars : v0.78. BugFixe sur l&#8217;enregistrement de votre XML.</p>
<p style="text-align: left;">- vendredi 20 mars : v0.75. Bug Fix pour la suppression des pass Mia_material. Ajout de la fonction de la création de vos propres pass, le tout supporter dans le XML ! =). v0.77 : bugfix, optimisation du code. Maintenant vous pouvez voir les pass associées au preset. Ajout du shelve.</p>
<p style="text-align: left;">- dimanche 8 mars : v0.70. Bug fix quand on se sert des références. Optimisation du code (vous pouvez nommer vos sets, shader lineair comme vous le voulez), ajout de 23 pass spéciales pour les mia_material_x et mia_material_x_passes.</p>
<p style="text-align: left;">- vendredi 20 février : v0.69. Bug Fixe sur les custom pass + labelID</p>
<p style="text-align: left;">- dimanche 15 février : v0.68. Ajout des pass Back SSS, Front SSS et Mid SSS. Pour les shaders misss_fast_skin_maya, misss_fast_shader_x_passes et misss_fast_simple_maya.</p>
<p style="text-align: left;">- vendredi 13 février : v0.67. Ajout des pass Label Id et Coverage.</p>
<p style="text-align: left;">- Jeudi 5 février : v0.65. Optimisation du script. Vous pouvez renommer les pass et les shaders comme vous le voulez maintenant.</p>
<p style="text-align: left;">- Mardi 3 février : v0.6. Ajout des customs pass Occlusion et Y deph.</p>
<p style="text-align: left;">- Lundi 2 février : v0.5. Première version publique.</p>
<p style="text-align: left;"><span style="text-decoration: underline;"><span style="color: #0000ff;">Wishlist :</span></span></p>
<p style="text-align: left;">- Autocomp pour Nuke et Shake</p>
<p style="text-align: left;">- Autocomp : détection de pass spéciales comme l&#8217;occlusion, le Zdeph, etc etc&#8230;</p>
<p style="text-align: left;">N&#8217;hésitez pas a donner des idées <img src='http://deex.info/wordpress2/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> .</p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span style="color: #ff0000;"><em><strong>Quelles sont les fonctions de Deex Render Tool ? </strong></em></span></span></h3>
<p><span style="text-decoration: underline;"><span style="color: #ff0000;"><em><strong><br />
</strong></em></span></span></p>
<p style="text-align: left;">Deex Render Tool se découpe en 3 parties :</p>
<p style="text-align: left;">- Set Overide : comme XSI, permet de créer des groupes d&#8217;objets auquel nous attribuons des attributs. Les objets dans le groupe prendront la valeur de l&#8217;attribut du groupe parent. Cela permet d&#8217;avoir une vision globale des overides et de s&#8217;y retrouver.</p>
<p style="text-align: left;">- Pass manager : Plusieurs outils dans cette partie. Le linear Worflow permet de configurer une scène en linear en quelques clics. Le pass preset permet lui de créer un preset de Pass enregistré dans un XML, pour ensuite l&#8217;appliquer sur une scène. Ceci est pratique à partir du moment où l&#8217;on utilise toujours les mêmes pass en rendu. Cela permet de ne pas les refaire à chaque fois.</p>
<p style="text-align: left;">- AutoComp : permet de créer un fichier de compositing automatiquement d&#8217;après les pass configuré dans votre scène. Attention, pour cette version (v0.5), cela ne marche que pour les pass additives (diffuse, speculaire, reflection, irradiance, etc etc&#8230;). Dans les prochaines versions, d&#8217;autres pass non additives seront supportées (occlusion, Zdeph, Id, etc etc&#8230;). Autocomp supporte les passContributionMaps.</p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span><em><strong><span style="text-decoration: underline;"><span style="color: #ff0000;"><em><strong>Installation :</strong></em></span></span></strong></em></span></span></h3>
<p><span style="text-decoration: underline;"><span><em><strong><span style="text-decoration: underline;"><span style="color: #ff0000;"><em><strong><br />
</strong></em></span></span></strong></em></span></span></p>
<p style="text-align: left;">Attention : ne marche qu&#8217;avec Maya 2009. Seule la partie set overide marche avec Maya 2008.</p>
<p style="text-align: left;">Copiez tous les fichiers du zip dans vos script mel. Généralement C:\Documents and Settings\Administrateur\My Documents\maya\2009 (ou 2009-x64)\scripts\ pour windows.</p>
<p style="text-align: left;">Si vous voulez le mettre dans un dossier custom, ouvrez votre maya.env (généralement dans C:\Documents and Settings\Administrateur\My Documents\maya\2009 (ou 2009-x64)\) et mettez :</p>
<p style="text-align: left;"><em>PYTHONPATH = C:/ou/vous/voulez</em></p>
<p style="text-align: left;">Pour checker (au cas ou) si votre custom path est pris en compte, tapez dans le script éditor en mode Python :</p>
<pre class="brush: jscript;">
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="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;">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="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;">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="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="" 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="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;">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="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;">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="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;">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="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;">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="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;">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="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;">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="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;">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="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;">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;">
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<p><a 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 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>
]]></content:encoded>
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		<slash:comments>16</slash:comments>
		</item>
		<item>
		<title>Lumière volumétrique (Maya 2009)</title>
		<link>http://deex.info/wordpress2/tutorial2/lumiere-volumetrique-maya-2009/</link>
		<comments>http://deex.info/wordpress2/tutorial2/lumiere-volumetrique-maya-2009/#comments</comments>
		<pubDate>Sun, 30 Nov 2008 01:18:19 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Non classé]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[compo]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[dynamique]]></category>
		<category><![CDATA[fog]]></category>
		<category><![CDATA[fogue]]></category>
		<category><![CDATA[lumière]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[maya 2009]]></category>
		<category><![CDATA[mental]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[particule]]></category>
		<category><![CDATA[particules]]></category>
		<category><![CDATA[parti_volume]]></category>
		<category><![CDATA[poussiere]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[rendu]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[spec]]></category>
		<category><![CDATA[transmat]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[volumétrique]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress2/?page_id=389</guid>
		<description><![CDATA[Petit tutorial sur les lumières volumétrique sous MentalRay.
Voici notre scène de base :



1) Création des planes :
Commencez par créer une nurbsPlane. Sélectionnez votre caméra, puis votre plane et allez dans Animation &#8211;&#62; contrainte &#8211;&#62; Parent Contrainte.



Dans le rotateX de votre plane, tapez &#8220;+= 90&#8243; pour lui rajouter 90°. Puis, reculez la plane pour quelle soit [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">Petit tutorial sur les lumières volumétrique sous MentalRay.</p>
<p style="text-align: left;">Voici notre scène de base :</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_000101.jpg"  class="wmp" id="wmp119"><img class="size-medium wp-image-390 alignnone" title="2008-11-30_000101" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_000101-300x169.jpg" alt="" width="300" height="169" /></a></p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span style="color: #ff0000;">1) Création des planes :</span></span></h3>
<p style="text-align: left;">Commencez par créer une nurbsPlane. Sélectionnez votre caméra, puis votre plane et allez dans Animation &#8211;&gt; contrainte &#8211;&gt; Parent Contrainte.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_000259.jpg"  class="wmp" id="wmp120"><img class="aligncenter size-medium wp-image-391" title="2008-11-30_000259" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_000259-300x100.jpg" alt="" width="300" height="100" /></a></p>
<p style="text-align: left;">Dans le rotateX de votre plane, tapez &#8220;+= 90&#8243; pour lui rajouter 90°. Puis, reculez la plane pour quelle soit devant la camera.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_000440.jpg"  class="wmp" id="wmp121"><img class="aligncenter size-medium wp-image-392" title="2008-11-30_000440" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_000440-300x202.jpg" alt="" width="300" height="202" /></a></p>
<p style="text-align: left;">Dupliquez votre plane et reculez la environ jusqu&#8217;à la profondeur maximum de votre scène.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_000519.jpg"  class="wmp" id="wmp122"><img class="aligncenter size-medium wp-image-393" title="2008-11-30_000519" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_000519-300x202.jpg" alt="" width="300" height="202" /></a></p>
<p style="text-align: left;">Regarder depuis votre caméra et scallez la deuxième plane jusqu&#8217;à ce qu&#8217;elle prenne la surface maximum de votre vue.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_000622.jpg"  class="wmp" id="wmp123"><img class="aligncenter size-medium wp-image-394" title="2008-11-30_000622" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_000622-300x202.jpg" alt="" width="300" height="202" /></a>
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_000638.jpg"  class="wmp" id="wmp124"><img class="aligncenter size-medium wp-image-395" title="2008-11-30_000638" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_000638-300x202.jpg" alt="" width="300" height="202" /></a></p>
<p style="text-align: left;">Maintenant, on va attacher vos planes a votre caméra afin que quand vous bougiez votre caméra, celle ci reste toujours parallèles a votre caméra avec la même distance.</p>
<p style="text-align: left;">Sélectionnez votre caméra, plus la 1ère plane. Allez dans animation &#8212;&gt; contrainte &#8212;&gt; parent contrainte.</p>
<p style="text-align: left;">Cochez l&#8217;option : maintain offset.</p>
<p style="text-align: left;">Appliquez la contrainte.</p>
<p style="text-align: left;">Faites de même pour la seconde plane.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_000747.jpg"  class="wmp" id="wmp125"><img class="aligncenter size-medium wp-image-396" title="2008-11-30_000747" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_000747-300x71.jpg" alt="" width="300" height="71" /></a></p>
<p style="text-align: left;">Maintenant, sélectionnez vos planes, allez dans leur shape, puis dans MentalRay, Flag, et mettez ces paramètres :</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_000950.jpg"  class="wmp" id="wmp126"><img class="aligncenter size-medium wp-image-397" title="2008-11-30_000950" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_000950-163x300.jpg" alt="" width="163" height="300" /></a></p>
<p style="text-align: left;">Allez dans leur transform, render stats :</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_000951.jpg"  class="wmp" id="wmp127"><img class="aligncenter size-medium wp-image-398" title="2008-11-30_000951" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_000951-163x300.jpg" alt="" width="163" height="300" /></a></p>
<h3 style="text-align: left;"><span style="color: #ff0000;"><span style="text-decoration: underline;">2) Création du shader :</span></span></h3>
<p style="text-align: left;">Créez un lambert. Sélectionnez son shadingGroup, allez dans MentalRay, custom Shaders.</p>
<p style="text-align: left;">Dans material Shader, mettez un Transmat.</p>
<p style="text-align: left;">Dans shadow Shader, mettez aussi un Transmat.</p>
<p style="text-align: left;">Dans Volume Shader, mettez un parti_volume.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_001047.jpg"  class="wmp" id="wmp128"><img class="aligncenter size-medium wp-image-399" title="2008-11-30_001047" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_001047-300x189.jpg" alt="" width="300" height="189" /></a></p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span style="color: #ff0000;">3) Modification de la lampe :</span></span></h3>
<p style="text-align: left;">Sélectionnez votre lampe, attribut Editor, mentalRay &#8211;&gt; custom Shader.</p>
<p style="text-align: left;">Cochez Suppress all Maya Shaders.</p>
<p style="text-align: left;">Dans light Shader, mettez un physical_light.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_001204.jpg"  class="wmp" id="wmp129"><img class="aligncenter size-medium wp-image-400" title="2008-11-30_001204" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_001204-163x300.jpg" alt="" width="163" height="300" /></a></p>
<p style="text-align: left;">Réglez la couleur de votre physical light. A noter que la Value de la couleur contrôlera la puissance de votre lumière volumétrique.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_001237.jpg"  class="wmp" id="wmp130"><img class="aligncenter size-medium wp-image-401" title="2008-11-30_001237" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_001237-300x216.jpg" alt="" width="300" height="216" /></a></p>
<h3 style="text-align: left;"><span style="text-decoration: underline;"><span style="color: #ff0000;">4) Réglage du parti_volume :</span></span></h3>
<p style="text-align: left;">Allez dans les attributs de votre parti_volume, mettez son scatter blanc.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_001833.jpg"  class="wmp" id="wmp131"><img class="aligncenter size-medium wp-image-402" title="2008-11-30_001833" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_001833-300x216.jpg" alt="" width="300" height="216" /></a></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/2008/11/2008-11-30_001902.jpg"  class="wmp" id="wmp132"><img class="aligncenter size-medium wp-image-403" title="2008-11-30_001902" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_001902-300x230.jpg" alt="" width="300" height="230" /></a></p>
<p style="text-align: left;">Normalement, vous devriez avoir ça =).</p>
<p style="text-align: left;">Comme on peut le voir, la qualité du fog n&#8217;est pas très bonne.</p>
<p style="text-align: left;">Pour améliorer cela, il suffit de baisser min step lens et le max step lens.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_001921.jpg"  class="wmp" id="wmp133"><img class="aligncenter size-medium wp-image-404" title="2008-11-30_001921" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_001921-163x300.jpg" alt="" width="163" height="300" /></a></p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_002010.jpg"  class="wmp" id="wmp134"><img class="aligncenter size-medium wp-image-405" title="2008-11-30_002010" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_002010-300x230.jpg" alt="" width="300" height="230" /></a></p>
<p style="text-align: left;">C&#8217;est mieux !</p>
<p style="text-align: left;">Maintenant, je voudrais que le rayon soit un peu moins uniforme, comme si il y avait de la poussière.</p>
<p style="text-align: left;">Pour cela, il suffit de changer le paramètre&#8230;.nonuniform ( -_- ).</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_003720.jpg"  class="wmp" id="wmp135"><img class="aligncenter size-medium wp-image-406" title="2008-11-30_003720" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_003720-300x216.jpg" alt="" width="300" height="216" /></a></p>
<p style="text-align: left;">Rendu :</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_003728.jpg"  class="wmp" id="wmp136"><img class="aligncenter size-medium wp-image-407" title="2008-11-30_003728" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_003728-300x223.jpg" alt="" width="300" height="223" /></a></p>
<p style="text-align: left;">C&#8217;est mieux ! Mais c&#8217;est lourd&#8230;</p>
<p style="text-align: left;">Bon maintenant, moi j&#8217;aimerais des petites poussières qui volent.</p>
<h3 style="text-align: left;"><span style="color: #ff0000;"><span style="text-decoration: underline;">5) Création des particles :</span></span></h3>
<p style="text-align: left;">Allez dans Dynamique, Particles, Create emitter (allez dans les options).</p>
<p style="text-align: left;">Emitter type, mettez Volume.</p>
<p style="text-align: left;">Appelez le : mini_poussière.</p>
<p style="text-align: left;">Rate : 1000</p>
<p style="text-align: left;">Volume shape : Cube.</p>
<p style="text-align: left;">Cliquez sur Create.</p>
<p style="text-align: left;">Ceci a créé un émetteur et vos particles.</p>
<p style="text-align: left;">Scallez votre émetteur mini_poussiere pour qu&#8217;il soit à la taille de votre scène.</p>
<p style="text-align: left;">Maintenant sélectionner les particles. Mettez :</p>
<p style="text-align: left;">- conserve : 0 (pour que les particules émises ne bouges pas)</p>
<p style="text-align: left;">- max count : 5000 (le nombre max de particules)</p>
<p style="text-align: left;">Appuyer sur lecture et arrêtez la lecture quand il n&#8217;y a plus de particules émises (5000 particules donc vu qu&#8217;on à mis 5000 en max count).</p>
<p style="text-align: left;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_011137.jpg"  class="wmp" id="wmp137"><img class="aligncenter size-medium wp-image-408" title="2008-11-30_011137" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_011137-300x186.jpg" alt="" width="300" height="186" /></a></p>
<p style="text-align: left;">Maintenant allez dans vos particles encore une fois, puis dans Render attributs.</p>
<p style="text-align: left;">Particle render type : point</p>
<p style="text-align: left;">Cliquez sur Current Render Type.</p>
<p style="text-align: left;">Point size, mettez 1.</p>
<p style="text-align: center;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_011157.jpg"  class="wmp" id="wmp138"><img class="aligncenter size-medium wp-image-409" title="2008-11-30_011157" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_011157-300x117.jpg" alt="" width="300" height="117" /></a></p>
<p style="text-align: left;">Maintenant, sélectionnez vos particles, allez dans Solvers &#8211;&gt; initial State &#8211;&gt; set for selected.</p>
<p style="text-align: left;">Cela permet de mettre vos particules en place des la frames 1.</p>
<p style="text-align: left;">Vous pouvez maintenant revenir a la frame 1.</p>
<p style="text-align: left;">Sélectionnez votre émetteur mini_poussiere, mettez son rate (paticles/seconde) à 0.</p>
<p style="text-align: left;">Sélectionnez vos particules et remettez leur &#8220;conserve&#8221; à 1.</p>
<p style="text-align: left;">Ensuite, on veut que les particules bougent légèrement. Pour cela, on va leur mettre une légère turbulence.</p>
<p style="text-align: left;">Sélectionnez vos particules puis allez dans Fields, turbulences (les options).</p>
<p style="text-align: left;">Magnitude, mettez environ 0.5. Ceci est la force de votre turbulence.</p>
<p style="text-align: left;">Maintenant, on va créer le shader des particle. Créez un lambert, dans transparency, mettez une ramp.</p>
<p style="text-align: left;">Dans le type de la ramp, mettez : Circular ramp.</p>
<p style="text-align: left;">Réglez la ramp avec 2 couleurs : noir et blanc.</p>
<p style="text-align: left;">Le but est d&#8217;avoir un cercle noir.</p>
<p style="text-align: left;">
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<p><a href="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_011623.jpg"  class="wmp" id="wmp139"><img class="aligncenter size-medium wp-image-410" title="2008-11-30_011623" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_011623-300x99.jpg" alt="" width="300" height="99" /></a></p>
<p style="text-align: left;">Mettez la couleur que vous voulez à vos particules. Puis allez dans special effect de votre lambert, et mettez un léger glow intensuty (genre 0.3).</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/2008/11/2008-11-30_013835.jpg"  class="wmp" id="wmp140"><img class="aligncenter size-medium wp-image-411" title="2008-11-30_013835" src="http://deex.info/wordpress2/wp-content/uploads/2008/11/2008-11-30_013835-300x223.jpg" alt="" width="300" height="223" /></a></p>
<p style="text-align: left;">Comme vous pouvez le voir, on voit de légères poussières &#8220;volantes&#8221;.</p>
<p style="text-align: left;">Voilà.</p>
<p style="text-align: left;">Le seul problème qu&#8217;on peut avoir, c&#8217;est qu&#8217;utiliser un parti volume est très très long en rendu.</p>
<p style="text-align: left;">En production, généralement, ces genres d&#8217;effets se font directement en compositing.</p>
<p style="text-align: left;">Si vous avez des questions, n&#8217;hésitez pas.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Mise à jour tutorial buffers</title>
		<link>http://deex.info/wordpress2/2008/07/mise-a-jour-tutorial-buffers/</link>
		<comments>http://deex.info/wordpress2/2008/07/mise-a-jour-tutorial-buffers/#comments</comments>
		<pubDate>Thu, 24 Jul 2008 23:21:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Non classé]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[buffers]]></category>
		<category><![CDATA[compo]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[diffuse]]></category>
		<category><![CDATA[fusion]]></category>
		<category><![CDATA[hypershade]]></category>
		<category><![CDATA[image]]></category>
		<category><![CDATA[layers]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mental]]></category>
		<category><![CDATA[mentalray]]></category>
		<category><![CDATA[pass]]></category>
		<category><![CDATA[ray]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[rendu]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[spec]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://deex.info/wordpress2/?p=307</guid>
		<description><![CDATA[Bonsoir,
Petite mise à jour de mon tutorial sur les buffers de MentalRay.
Cela permet de faire des pass sous MentalRay.
J&#8217;ai rajouter la partie : buffer read avec un custom shader (très rapide) ainsi que les mise à jour pour Maya 2008 SP1 ou Ext2, 32 bits et 64 bits.
Tutorial ici : cliquez.
]]></description>
			<content:encoded><![CDATA[<p>Bonsoir,</p>
<p>Petite mise à jour de mon tutorial sur les buffers de MentalRay.</p>
<p>Cela permet de faire des pass sous MentalRay.</p>
<p>J&#8217;ai rajouter la partie : buffer read avec un custom shader (très rapide) ainsi que les mise à jour pour Maya 2008 SP1 ou Ext2, 32 bits et 64 bits.</p>
<p>Tutorial ici : <a href="http://deex.info/wordpress2/?page_id=174">cliquez.</a></p>
]]></content:encoded>
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