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<channel>
	<title>andy moorer &#187; maya</title>
	<atom:link href="http://andy.moonbase.net/archives/tag/maya/feed" rel="self" type="application/rss+xml" />
	<link>http://andy.moonbase.net</link>
	<description>Digital Artist and Technical Director</description>
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		<title>CG Society article on Green Lantern</title>
		<link>http://andy.moonbase.net/archives/505</link>
		<comments>http://andy.moonbase.net/archives/505#comments</comments>
		<pubDate>Mon, 25 Jul 2011 18:50:25 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[article]]></category>
		<category><![CDATA[Green Lantern]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[Movie]]></category>
		<category><![CDATA[PLF]]></category>
		<category><![CDATA[postvis]]></category>
		<category><![CDATA[previs]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[vfx]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/?p=505</guid>
		<description><![CDATA[CG society has an article about some of the work we did at PLF for Green Lantern. (I later went from pre/post vis to work on effects for the film at another studio, getting a double dose of green.) &#160; &#160; &#160;]]></description>
			<content:encoded><![CDATA[<p>CG society has an <a href="http://features.cgsociety.org/story_custom.php?story_id=6371">article</a> about some of the work we did at PLF for Green Lantern. (I later went from pre/post vis to work on effects for the film at another studio, getting a double dose of green.)</p>
<p>&nbsp;</p>
<p><a href="http://features.cgsociety.org/story_custom.php?story_id=6371"><img class="aligncenter size-full wp-image-506" title="Green Lantern logo 1" src="http://andy.moonbase.net/wp-content/uploads/2011/07/Green-Lantern-logo-1.jpg" alt="" width="550" height="209" /></a></p>
<p style="text-align: center;">&nbsp;</p>
<p style="text-align: center;"><a href="http://andy.moonbase.net/wp-content/uploads/2011/07/screenShot20.jpg"><img class="aligncenter size-medium wp-image-509" title="screenShot20" src="http://andy.moonbase.net/wp-content/uploads/2011/07/screenShot20-300x189.jpg" alt="" width="300" height="189" /></a></p>
<p style="text-align: center;">&nbsp;</p>
<p style="text-align: center;"><p><a href="http://andy.moonbase.net/archives/505"><em>Click here to view the embedded video.</em></a></p></p>
<p style="text-align: center;"><a href="http://andy.moonbase.net/wp-content/uploads/2011/07/screenShot16.jpg"><br />
</a><a href="http://andy.moonbase.net/wp-content/uploads/2011/07/green-lantern-movie-parallax.jpg"><img class="aligncenter size-medium wp-image-508" title="green-lantern-movie-parallax" src="http://andy.moonbase.net/wp-content/uploads/2011/07/green-lantern-movie-parallax-300x128.jpg" alt="" width="300" height="128" /></a></p>
<p style="text-align: center;"><a href="http://andy.moonbase.net/wp-content/uploads/2011/07/parallaxHangar.jpg"></a><a href="http://andy.moonbase.net/wp-content/uploads/2011/07/testImg_strandTexture_v002.png"><img class="aligncenter size-medium wp-image-511" title="testImg_strandTexture_v002" src="http://andy.moonbase.net/wp-content/uploads/2011/07/testImg_strandTexture_v002-300x195.png" alt="" width="300" height="195" /></a><img class="aligncenter size-medium wp-image-510" title="parallaxHangar" src="http://andy.moonbase.net/wp-content/uploads/2011/07/parallaxHangar-300x163.jpg" alt="" width="300" height="163" /><a href="http://features.cgsociety.org/story_custom.php?story_id=6371"><img class="aligncenter size-medium wp-image-512" title="testImg_strandTexFG" src="http://andy.moonbase.net/wp-content/uploads/2011/07/testImg_strandTexFG-300x187.png" alt="" width="300" height="187" /></a></p>
<p style="text-align: center;"><p><a href="http://andy.moonbase.net/archives/505"><em>Click here to view the embedded video.</em></a></p></p>
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		<item>
		<title>Fury Particle Renderer gets Furious-er</title>
		<link>http://andy.moonbase.net/archives/486</link>
		<comments>http://andy.moonbase.net/archives/486#comments</comments>
		<pubDate>Wed, 20 Jul 2011 17:07:18 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[Exocortex]]></category>
		<category><![CDATA[Fury]]></category>
		<category><![CDATA[ICE]]></category>
		<category><![CDATA[Max]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[Simulation]]></category>
		<category><![CDATA[Slipstream]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[software]]></category>
		<category><![CDATA[vfx]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/?p=486</guid>
		<description><![CDATA[As long as we are talking about Exocortex, they just posted this exciting preview of the next version of their point rendering tool Fury. For those of you wondering why this is important, it&#8217;s simple enough. Fury is fast. Really, really fast. And it was written by Ben Houston, the original author of Krakatoa, a [...]]]></description>
			<content:encoded><![CDATA[<p>As long as we are talking about Exocortex, they just posted this exciting preview of the next version of their point rendering tool Fury.</p>
<p>For those of you wondering why this is important, it&#8217;s simple enough. Fury is fast. Really, really fast. And it was written by Ben Houston, the original author of Krakatoa, a tool of choice for rendering particles. Softimage, Max and Maya users alike can move their simulations to ICE (or create their simulations with ice directly) and partake in the Fury awesomeness.</p>
<p>LOOK at it. 1 million points. Self shadowing and cast shadows. <strong>1-second-per-frame.</strong></p>
<p><a href="http://andy.moonbase.net/archives/486"><em>Click here to view the embedded video.</em></a></p>
<p style="padding-left: 60px;"><em>&#8220;The major new features in Fury 2.0:</em></p>
<p style="padding-left: 60px;"><em>* GPU-accelerated particle self-shadowing</em><br />
<em>* Shadow maps</em><br />
<em>* Built-in compositing previewing.</em><br />
<em>* Command line renderer support.</em><br />
<em>* Synchronized Softimage and Maya support.</em></p>
<p><strong><em>In this example, 1 million points are lit and rendered in about 1 second per frame and the shadow map is also created at the same time. Motion blur and DOF do not slow down rendering time.</em></strong></p>
<p><em>The simulation in this example is from a alpha-version of SlipstreamVX 2.0 and thus the smoke motion isn&#8217;t quite perfect in this video.&#8221;</em></p>
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		<title>Meindbender does it again: sheer CG awesomeness</title>
		<link>http://andy.moonbase.net/archives/399</link>
		<comments>http://andy.moonbase.net/archives/399#comments</comments>
		<pubDate>Thu, 14 Apr 2011 17:56:21 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[Commercial]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[Studios]]></category>
		<category><![CDATA[vfx]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/?p=399</guid>
		<description><![CDATA[I don&#8217;t know the folks at Meindbender, but I&#8217;d like to. What gorgeous work! They really show off what the Maxwell renderer is capable of, and the artwork is top-notch. &#160;]]></description>
			<content:encoded><![CDATA[<p>I don&#8217;t know the folks at <a title="Meindbender" href="http://meindbender.com/" target="_blank">Meindbender</a>, but I&#8217;d like to. What gorgeous work! They really show off what the Maxwell renderer is capable of, and the artwork is top-notch.</p>
<p>&nbsp;</p>
<p><a href="http://andy.moonbase.net/archives/399"><em>Click here to view the embedded video.</em></a></p>
]]></content:encoded>
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		<item>
		<title>Misc screenshots</title>
		<link>http://andy.moonbase.net/archives/339</link>
		<comments>http://andy.moonbase.net/archives/339#comments</comments>
		<pubDate>Mon, 25 Oct 2010 22:14:57 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[screenshot]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/?p=339</guid>
		<description><![CDATA[More random fairly recent stuff&#8230;]]></description>
			<content:encoded><![CDATA[<p>More random fairly recent stuff&#8230;</p>
<p><a href="http://andy.moonbase.net/wp-content/uploads/2010/10/vika_hair_ice.jpg"><br />
<img class="aligncenter size-medium wp-image-338" title="ICE Hair" src="http://andy.moonbase.net/wp-content/uploads/2010/10/vika_hair_ice-276x300.jpg" alt="" width="276" height="300" /></a></p>
<p><a href="http://andy.moonbase.net/wp-content/uploads/2010/10/screenShot17.jpg"><img class="aligncenter size-medium wp-image-340" title="screenShot17" src="http://andy.moonbase.net/wp-content/uploads/2010/10/screenShot17-300x120.jpg" alt="" width="300" height="120" /></a></p>
<p><a href="http://andy.moonbase.net/wp-content/uploads/2010/10/organicModel_v01.jpg"><img class="aligncenter size-medium wp-image-341" title="organicModel_v01" src="http://andy.moonbase.net/wp-content/uploads/2010/10/organicModel_v01-300x163.jpg" alt="" width="300" height="163" /></a></p>
<p><a href="http://andy.moonbase.net/wp-content/uploads/2010/10/organicModel_v10.jpg"><img class="aligncenter size-medium wp-image-344" title="organicModel_v10" src="http://andy.moonbase.net/wp-content/uploads/2010/10/organicModel_v10-300x163.jpg" alt="" width="300" height="163" /></a></p>
]]></content:encoded>
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		<title>SIGGRAPH 2010 Redux</title>
		<link>http://andy.moonbase.net/archives/262</link>
		<comments>http://andy.moonbase.net/archives/262#comments</comments>
		<pubDate>Fri, 30 Jul 2010 18:18:53 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[2D Graphics]]></category>
		<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[Mach Studio]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[SIGGRAPH]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[Studios]]></category>
		<category><![CDATA[talk]]></category>
		<category><![CDATA[vfx]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/?p=262</guid>
		<description><![CDATA[Well, another siggraph has come and gone. As I await my flight in LAX, I might as well post some initial thoughts. The journalists will cover the changes to products and the like, so I&#8217;ll focus on overall experience and impressions. First, the trivial&#8230; The weather was cool, which was a bit startling. And siggraph [...]]]></description>
			<content:encoded><![CDATA[<p>Well, another siggraph has come and gone. As I await my flight in LAX, I might as well post some initial thoughts. The journalists will cover the changes to products and the like, so I&#8217;ll focus on overall experience and impressions.</p>
<p><a href="http://andy.moonbase.net/wp-content/uploads/2010/07/siggraph.jpg"><img class="aligncenter size-medium wp-image-269" title="siggraph" src="http://andy.moonbase.net/wp-content/uploads/2010/07/siggraph-300x300.jpg" alt="" width="300" height="300" /></a></p>
<p>First, the trivial&#8230; The weather was cool, which was a bit startling. And siggraph 2011 is going to be held in Canada. Wtf, we seem to have broken the long standing tradition of baking siggraph attendees in desert or tropical heat. Adding to the surreal feeling, the exhibits area was once again smaller, perhaps because Autodesk has consumed half the industry&#8230;</p>
<p style="text-align: left;"><a href="http://andy.moonbase.net/wp-content/uploads/2010/07/autodesk.jpg"><img class="size-medium wp-image-280 aligncenter" title="Autodesk Booth" src="http://andy.moonbase.net/wp-content/uploads/2010/07/autodesk-300x225.jpg" alt="" width="300" height="225" /></a><br />
Speaking of Autodesk, this year their area was dominated by a pretty mediocre and endlessly repeating spiel about &#8220;virtual production&#8221; which basically tied together a hypothetical production workflow nobody actually uses but which gave them an overly polished way to show some basic new features of Maya and Mudbox. XSI and Max were, well, not really visible in the slightest. While I&#8217;m sure some lip service was given them, you sure couldn&#8217;t tell from a casual survey of their booth. And since there was no Softimage User Group event, siggraph pretty much was XSI free. Heck, lightwave was front and center by comparison. The only real mention of XSI was the announcement that it&#8217;s part of the basic bundle, phrased in such a way that ICE seemed like the only reason it was included at all. Thanks for the snub, Autodesk. I use Maya in production, sure, but frankly its showing its age, so why cram it down our throats when XSI is so robust?</p>
<p style="padding-left: 60px;"><em>(Edit &#8211; Some folks at autodesk disagree with my assessment. Sorry, but I watched demo people tweak the weighting of a character rigged in maya over and over on the big screen but didn&#8217;t see xsi anywhere. I know there is great work being done by the softimage folks &#8211; but marketing matters, and I&#8217;m reporting what I saw&#8230; which was that XSI was lacking visibility. That may step on taboos or be unmentionable in Autodesk circles. Tough.)</em></p>
<p>The show was far more interesting at the smaller booths, where stereo, 3d printing, and GPU rendering were all engaged in healthy competition. AMD was home to Mach Studio which was showing off it&#8217;s exciting new shader construction tools, and nearby pixel farm was showing off it&#8217;s rather bizzare companion to PFtrack, which adds a node-based workflow (cool) but which lacks some of the core power of PFtrack (wha?). Desktop 3d printers were everywhere, including the makerbot which was cleverly if less visibly off the exhibit floor and hanging out near emerging technologies with some other delinquents like the gigapan. How did that happen?</p>
<p>Emerging technologies was its usual combination of really cool stuff that doesn&#8217;t quite work, stupid stuff with no practical application beyond provoking thoght to a greater or lesser degree, and some eye popping technology that had me muttering &#8220;we wants it my preciouss.&#8221; Foremost in that latter category was the 3D volume display presented by Sony. Remember the 3d volume displays of a few years back that relied on spinning plates of leds? The ones that contained murky glimpses of CG objects you could walk around and wish were actually working? Well, they work now. Really well, in fact. As in they feel ready for market. Nice work, Sony, when you guys aren&#8217;t awash in marketing droids and hype you can still make some amazing stuff.</p>
<p>The papers and course presentations were quite good, which are as far as I&#8217;m concerned the living, beating heart of Siggraph, and I&#8217;m happy to say it&#8217;s still strong. There were the usual crowd-pleasers like an excellent panel on Tron which had the added benefit of showing us 8 minutes of unseen footage (it&#8217;s looking great.) But more importantly, the more academic presentations were still there, sharing and pushing the state of the art. I particularly enjoyed a half day course on volumetrics.</p>
<p style="text-align: center;"><a href="http://andy.moonbase.net/wp-content/uploads/2010/07/siggraph2.jpg"><img class="size-medium wp-image-281 aligncenter" title="Siggraph 2010" src="http://andy.moonbase.net/wp-content/uploads/2010/07/siggraph2-300x76.jpg" alt="" width="300" height="76" /></a></p>
<p>Disney had a highly visible and impressive showing on all fronts, from excellent and impressive presentations on procedural hair and trees in Rapun-oops&#8221;Tangled&#8221; to the Tron presentation, etc. They did a good job of re-establishing themselves in my mind as leaders in the industry, both artistically and technically. MPC, DD, Tippet and the Mill also brought their A-games.</p>
<p>The parties were parties, techies, geniuses and academics were abound, and students still want to get hired&#8230; all in all I&#8217;d say that while Siggraph is still the incredibly shrinking con, it was just as valuable as ever where it counts &#8211; in getting a feel for the state of the industry and the technology, in seeing colleagues and friends who are rarely in the same place at once, and in sharing and extending the techniques, tools and insights so vital to computer graphics. I plan to continue attending, and suggest that anyone serious about computer graphics shoulddo the same. Remember people, judging siggraph by the size of the showroom is missing the point entirely &#8211; we don&#8217;t really need sales pitches, but you won&#8217;t find any other venue where other studio professsionals and academics mingle and share like they do at Siggraph. See you there next year!</p>
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		<title>Good news for XSI is good news for the industry.</title>
		<link>http://andy.moonbase.net/archives/155</link>
		<comments>http://andy.moonbase.net/archives/155#comments</comments>
		<pubDate>Wed, 03 Mar 2010 20:56:59 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[Life]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[comparison]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[rant]]></category>
		<category><![CDATA[software]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://andy2.moonbase.net/?p=155</guid>
		<description><![CDATA[Mark Shoennagel posted some good news on his blog on the Area a few days ago. XSI&#8217;s sales have been quite good of late and the dev team is likely to expand. Why is this a good thing for the industry as a whole? Because let&#8217;s face it&#8230; Maya is showing it&#8217;s age. I have [...]]]></description>
			<content:encoded><![CDATA[<p>Mark Shoennagel posted some good news on his <a title="blog" href="http://area.autodesk.com/blogs/marks" target="_blank">blog</a> on the Area a few days ago. XSI&#8217;s sales have been quite good of late and the dev team is likely to expand. Why is this a good thing for the industry as a whole? Because let&#8217;s face it&#8230; Maya is showing it&#8217;s age.</p>
<p style="text-align: center;">
<div id="attachment_156" class="wp-caption aligncenter" style="width: 160px"><a href="http://andy.moonbase.net/wp-content/uploads/2010/03/ostrich-head-In-Sand.png"><img class="size-thumbnail wp-image-156" title="ostrich-head-In-Sand" src="http://andy.moonbase.net/wp-content/uploads/2010/03/ostrich-head-In-Sand-150x150.png" alt="" width="150" height="150" /></a><p class="wp-caption-text">Maya Community?</p></div>
<p>I have to admit, I&#8217;ve got a love/hate thing going on with Maya. It&#8217;s an industry standard. It changed the world. It broke new ground. And it&#8230; well, kinda sucks.</p>
<p>Look, before you get out the pitchforks and torches, Maya fans hear me out. You have gotten used to coping with things you shouldn&#8217;t have to worry about. Every dedicated maya user I know has a cornucopia of tricks, scripts, workarounds and fixes just to get the basics done. Want to constrain an object on a curve? Sure, you can. Kinda. If you know the trick, and are willing to think about it, or have a script handy. How about editing the animation curves on an animated texture? Visually? Make particles flow on a deforming surface? The answer is always the same &#8211; yes you can. But it&#8217;s not going to be straightforward&#8230;.</p>
<p><span id="more-155"></span></p>
<p>Folks, that&#8217;s not good. It&#8217;s the legacy of an old architecture which has had additions and patches layered on it year after year.  Sure, to be fair all 3D apps are complicated and have their caveats aplenty. XSI sure does, and it&#8217;s also taken it a long time to get to the point it&#8217;s at now.</p>
<p>But I have to tell you&#8230; XSI&#8217;s newer architecture and more consistent methodology make a difference.</p>
<p>It&#8217;s new and scary and confusing for longtime Maya users to learn XSI. It was the same for me when I learned Maya. But you know what? When I learned my way around Maya I was rather staggered by how many tasks are unnecessarily  convoluted.  After a few months of production in Maya my suspicions solidified&#8230; from the perspective I come from, this app kinda sucks. I mean come on, I know people are used to it but exactly how is it ok that to get a decent rig built you have to route shit through the hypershade?</p>
<p style="text-align: center;">
<div id="attachment_157" class="wp-caption aligncenter" style="width: 160px"><a href="http://andy.moonbase.net/wp-content/uploads/2010/03/monty_python_witch-701441.jpg"><img class="size-thumbnail wp-image-157" title="montyPythinWitchBurn" src="http://andy.moonbase.net/wp-content/uploads/2010/03/monty_python_witch-701441-150x150.jpg" alt="" width="150" height="150" /></a><p class="wp-caption-text">Burn the witch!</p></div>
<p>Whoa don&#8217;t throw those torches. This is just my opinion&#8230;. One I&#8217;m sure I will take plenty of heat over. But if you haven&#8217;t used XSI in a production that knows what it&#8217;s doing (psyop anyone?) you honestly don&#8217;t know what you&#8217;re missing out on. Particularly now that XSI users have ICE.</p>
<p>So I&#8217;m glad to see that XSI is doing well and progressing ahead nicely under Autodesk&#8217;s banner &#8211; not because I&#8217;m a mindless fanboy (don&#8217;t say it!)&#8230; but because I have used XSI and Maya extensively. And having done so I can&#8217;t wait for the industry as a whole to get to a point where the capabilities I&#8217;m used to having in XSI. I want to see some of this next-gen workflow end up in the hands of the brilliant artists who have been turning out amazing work in Maya, despite it&#8217;s creaky rusty workflows and endless workarounds. XSI isn&#8217;t the enemy guys. It&#8217;s actually pretty effing cool. And more and more artists and TDs are beginning to exploit what it can do &#8211; give it a honest effort and you&#8217;ll see what I mean.</p>
<p style="text-align: center;">
<div id="attachment_158" class="wp-caption aligncenter" style="width: 160px"><a href="http://andy.moonbase.net/wp-content/uploads/2010/03/tryIt.jpg"><img class="size-thumbnail wp-image-158" title="Just_Try_It" src="http://andy.moonbase.net/wp-content/uploads/2010/03/tryIt-150x150.jpg" alt="You'll Like it!" width="150" height="150" /></a><p class="wp-caption-text">Just try it!</p></div>
<p>Some maya rant links to reward you for reading this far&#8230;.</p>
<p><a title="ireallyhatemaya" href="http://www.ireallyhatemaya.com/" target="_blank">http://www.ireallyhatemaya.com/</a></p>
<p><a title="XSIbase chimes in" href="http://www.xsibase.com/forum/index.php?board=2;action=display;threadid=17620" target="_blank">http://www.xsibase.com/forum/index.php?board=2;action=display;threadid=17620</a></p>
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		<title>XSI toon shader</title>
		<link>http://andy.moonbase.net/archives/119</link>
		<comments>http://andy.moonbase.net/archives/119#comments</comments>
		<pubDate>Sun, 28 Feb 2010 14:55:25 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[CGFX]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[NPR]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[toon]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://andy2.moonbase.net/?p=119</guid>
		<description><![CDATA[Did some more work on a basic realtime toon shader for XSI (and maya, it&#8217;s CGFX.) Here&#8217;s a sample&#8230; Functionality is pretty basic at the moment: Ink threshold, 2 levels of paint and a hard spec hilight, overall color control, a single point light source. I still need to introduce diffusion and spec mapping, possibly [...]]]></description>
			<content:encoded><![CDATA[<p>Did some more work on a basic realtime toon shader for XSI (and maya, it&#8217;s CGFX.) Here&#8217;s a sample&#8230;</p>
<div id="attachment_120" class="wp-caption aligncenter" style="width: 310px"><a href="http://andy.moonbase.net/wp-content/uploads/2010/02/xsiToonShade.jpg"><img class="size-medium wp-image-120" title="xsiToonShade" src="http://andy.moonbase.net/wp-content/uploads/2010/02/xsiToonShade-300x238.jpg" alt="Me. Me me me. Me too." width="300" height="238" /></a><p class="wp-caption-text">It&#39;s Agent Smith(s), toon style.</p></div>
<p>Functionality is pretty basic at the moment: Ink threshold, 2 levels of paint and a hard spec hilight, overall color control, a single point light source. I still need to introduce diffusion and spec mapping, possibly some reflections and bump/normal. Remember, if you see an agent, run.</p>
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