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	<title>andy moorer &#187; Mental Mill</title>
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	<link>http://andy.moonbase.net</link>
	<description>Digital Artist and Technical Director</description>
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		<title>Mental Mill and Softimage</title>
		<link>http://andy.moonbase.net/archives/462</link>
		<comments>http://andy.moonbase.net/archives/462#comments</comments>
		<pubDate>Tue, 28 Jun 2011 13:29:01 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[Mental Mill]]></category>
		<category><![CDATA[Mental Ray]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[youtube]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/?p=462</guid>
		<description><![CDATA[If you are already an experienced shader writer, Mental Mill doesn&#8217;t have much to offer, auto-generated code won&#8217;t appeal. But for TDs who haven&#8217;t the experience or time needed to get a shader going, it&#8217;s a huge boon. It&#8217;s also a way to get a feel for shader code, letting you experiment and see how [...]]]></description>
			<content:encoded><![CDATA[<p>If you are already an experienced shader writer, Mental Mill doesn&#8217;t have much to offer, auto-generated code won&#8217;t appeal. But for TDs who haven&#8217;t the experience or time needed to get a shader going, it&#8217;s a huge boon. It&#8217;s also a way to get a feel for shader code, letting you experiment and see how the code changes as a concept is changed.</p>
<p>Here&#8217;s the <a title="Mental Mill Blog" href="http://mentalmill.blogspot.com/" target="_blank">mental mill blog, with some info for softimage users.</a></p>
<p>What&#8217;s important for everyone to know about Mental Mill is that the same &#8220;tree&#8221; can be used to generate code for multiple rendering types &#8211; with a few caveats, you can create a shader for Mental Ray, a matching realtime shader, and a renderman compliant shader all in one go (ummm, Arnold? Oh well). For softimage users, this can give you custom solutions you can see in both the viewport and at render time. Here&#8217;s a video which covers creation of a realtime shader, for instance&#8230;</p>
<p><a href="http://andy.moonbase.net/archives/462"><em>Click here to view the embedded video.</em></a></p>
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		<title>CGFX shaders</title>
		<link>http://andy.moonbase.net/archives/26</link>
		<comments>http://andy.moonbase.net/archives/26#comments</comments>
		<pubDate>Fri, 26 Feb 2010 18:29:49 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[CGFX]]></category>
		<category><![CDATA[Mental Mill]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://andy2.moonbase.net/?p=26</guid>
		<description><![CDATA[I&#8217;ve been playing around with CGFX realtime shaders and mental mill. Here are some basic first shaders. Mental mill makes creating this kind of stuff pretty fast, and you can edit the generated code by hand once you&#8217;re in the ballpark.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been playing around with CGFX realtime shaders and mental mill. Here are some basic first shaders. Mental mill makes creating this kind of stuff pretty fast, and you can edit the generated code by hand once you&#8217;re in the ballpark.</p>
<div class="wp-caption aligncenter" style="width: 290px"><img class=" " title="Basic Toon Shader" src="http://andy.moonbase.net/wp-content/uploads/2010/02/PLF_basicRealtimeToonShader.jpg" alt="" width="280" height="369" /><p class="wp-caption-text">A simple realtime toon shader for XSI and Maya viewports.</p></div>
<p><span id="more-26"></span></p>
<div id="attachment_27" class="wp-caption aligncenter" style="width: 210px"><a href="http://andy.moonbase.net/wp-content/uploads/2010/02/shader1.jpg"><img class="size-full wp-image-27" title="Toon Shader with Color" src="http://andy.moonbase.net/wp-content/uploads/2010/02/shader1.jpg" alt="Toon Shader with Color" width="200" height="125" /></a><p class="wp-caption-text">CGFX realtime shader</p></div>
<div id="attachment_28" class="wp-caption aligncenter" style="width: 210px"><a href="http://andy.moonbase.net/wp-content/uploads/2010/02/shader2.jpg"><img class="size-full wp-image-28" title="Basic Blinn" src="http://andy.moonbase.net/wp-content/uploads/2010/02/shader2.jpg" alt="" width="200" height="212" /></a><p class="wp-caption-text">Basic Blinn CGFX with bump and reflection mapping.</p></div>
<div id="attachment_29" class="wp-caption aligncenter" style="width: 210px"><a href="http://andy.moonbase.net/wp-content/uploads/2010/02/shader3.jpg"><img class="size-full wp-image-29" title="wetShader" src="http://andy.moonbase.net/wp-content/uploads/2010/02/shader3.jpg" alt="" width="200" height="146" /></a><p class="wp-caption-text">&#39;Wet-look&#39; shader with bump, spec and reflection maps</p></div>
<div id="attachment_30" class="wp-caption aligncenter" style="width: 210px"><a href="http://andy.moonbase.net/wp-content/uploads/2010/02/shader4.jpg"><img class="size-full wp-image-30" title="sphShader" src="http://andy.moonbase.net/wp-content/uploads/2010/02/shader4.jpg" alt="" width="200" height="145" /></a><p class="wp-caption-text">Spherical harmonic plus dual-spec illumination.</p></div>
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