materialism-blog blogspot.com

Materialism

Adventures in the hypershade. Sunday, October 12, 2014. Previewing a new Material Presets Manager for mGo! Create a golden head, just like that. Today though, I will atleast try to merge those two things by previewing a new feature to mGo! Which Ive dubbed The Materialiser. This new functionality will allow you to save and load material presets from inside Mari, and of course is designed to work with Antonios. Tuesday, April 8, 2014. Mari Custom Shaders Project Update. Tuesday, February 11, 2014.

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The Render Blog Maya, nuke and more tutorials tips and tricks

A couple weeks ago in Tutorials. In this video we will create several procedural textures to recreate some real world shading effects, such as rust and painted metal. We take advantage of the alShaders noise library for Arnold, and also use some native Maya nodes, like the blendColors, samplerInfo and remap nodes. This video is part of the procedural shading section of our new course. Project a mesh to another with rayProject.

Adventures in Lighting

Tuesday, April 28, 2015. Motion Vectors in RenderMan for Maya. The first thing you need is a custom shader to convert the world-space vector to a raster-space one. I found this SL code at this forum post. Which references this forum post. Is a link to the uncompiled SL file and here. Anyway, you can load this shader into Renderman for Maya by making a new RenderManShader node in your Hypershade or Node Editor.

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Materialism

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Adventures in the hypershade. Sunday, October 12, 2014. Previewing a new Material Presets Manager for mGo! Create a golden head, just like that. Today though, I will atleast try to merge those two things by previewing a new feature to mGo! Which Ive dubbed The Materialiser. This new functionality will allow you to save and load material presets from inside Mari, and of course is designed to work with Antonios. Tuesday, April 8, 2014. Mari Custom Shaders Project Update. Tuesday, February 11, 2014.

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This web page materialism-blog.blogspot.com states the following, "Sunday, October 12, 2014." We saw that the webpage said " Previewing a new Material Presets Manager for mGo! Create a golden head, just like that." It also said " Today though, I will atleast try to merge those two things by previewing a new feature to mGo! Which Ive dubbed The Materialiser. This new functionality will allow you to save and load material presets from inside Mari, and of course is designed to work with Antonios. Tuesday, April 8, 2014. Mari Custom Shaders Project Update. Tuesday, February 11, 2014."

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