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	<title>andy moorer &#187; shader</title>
	<atom:link href="http://andy.moonbase.net/archives/tag/shader/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>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>
]]></content:encoded>
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		</item>
		<item>
		<title>MS Pro 2.0 &#8211; Free?</title>
		<link>http://andy.moonbase.net/archives/449</link>
		<comments>http://andy.moonbase.net/archives/449#comments</comments>
		<pubDate>Thu, 02 Jun 2011 18:36:43 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[Mach Studio]]></category>
		<category><![CDATA[MSpro]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/?p=449</guid>
		<description><![CDATA[StudioGPU&#8217;s realtime renderer Mach Studio Version 2 is now available as a free download, with exporters for Max, Maya and Softimage. Hopefully this reflects a change in marketing strategy and not a discontinuation of development, as the product was beginning to mature nicely&#8230; but either way it&#8217;s a powerful tool at a great price, well [...]]]></description>
			<content:encoded><![CDATA[<p><a title="Studio GPU" href="http://www.studiogpu.com/">StudioGPU&#8217;s</a> realtime renderer Mach Studio Version 2 is now available as a free download, with exporters for Max, Maya and Softimage. Hopefully this reflects a change in marketing strategy and not a discontinuation of development, as the product was beginning to mature nicely&#8230; but either way it&#8217;s a powerful tool at a great price, well worth the download. My little tests on this blog have barely scratched the surface of this renderer. It&#8217;s not a replacement for all rendering, but if you need blazingly fast render times measured in seconds and minutes instead of hours and days, while maintaining a certain basic quality (which with skill can rival mental ray and arnold), it&#8217;s the only game in town.</p>
<p>&nbsp;</p>
<div id="attachment_450" class="wp-caption aligncenter" style="width: 310px"><a href="http://andy.moonbase.net/wp-content/uploads/2011/06/machStudio2free.jpg"><img class="size-medium wp-image-450" title="MachStudio2free" src="http://andy.moonbase.net/wp-content/uploads/2011/06/machStudio2free-300x182.jpg" alt="" width="300" height="182" /></a><p class="wp-caption-text">Render time per frame at 2k resolution, 0.1 seconds.</p></div>
<p>&nbsp;</p>
<div id="attachment_211" class="wp-caption aligncenter" style="width: 310px"><a href="http://andy.moonbase.net/wp-content/uploads/2010/03/MSproScreen1.jpg"><img class="size-medium wp-image-211" title="MSproScreen1" src="http://andy.moonbase.net/wp-content/uploads/2010/03/MSproScreen1-300x187.jpg" alt="" width="300" height="187" /></a><p class="wp-caption-text">Screen capture</p></div>
<p>&nbsp;</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Fractal Explorer</title>
		<link>http://andy.moonbase.net/archives/401</link>
		<comments>http://andy.moonbase.net/archives/401#comments</comments>
		<pubDate>Fri, 15 Apr 2011 17:22:24 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[fractal]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[software]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/?p=401</guid>
		<description><![CDATA[What an amazing web application. Exploring 3d fractal solids in realtime, it&#8217;s nuts. Fractal Explorer]]></description>
			<content:encoded><![CDATA[<p>What an amazing web application. Exploring 3d fractal solids in realtime, it&#8217;s nuts. <a href="http://andy.moonbase.net/wp-content/uploads/2011/04/mandelBox_am_v04.png"></a><a title="Fractal Explorer" href="http://fractal.io" target="_blank">Fractal Explorer</a></p>
<p><a href="http://andy.moonbase.net/wp-content/uploads/2011/04/mandelBox_am_v03.png"><img class="aligncenter size-medium wp-image-402" title="Mandelbox1" src="http://andy.moonbase.net/wp-content/uploads/2011/04/mandelBox_am_v03-300x300.png" alt="" width="300" height="300" /></a></p>
<p><a href="http://andy.moonbase.net/wp-content/uploads/2011/04/mandelBox_am_v06.png"><img class="aligncenter size-medium wp-image-404" title="Mandelbox3" src="http://andy.moonbase.net/wp-content/uploads/2011/04/mandelBox_am_v06-300x255.png" alt="" width="300" height="255" /></a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Diffuse convolution map test render</title>
		<link>http://andy.moonbase.net/archives/383</link>
		<comments>http://andy.moonbase.net/archives/383#comments</comments>
		<pubDate>Thu, 14 Apr 2011 06:48:35 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[Mental Ray]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/archives/383</guid>
		<description><![CDATA[A test image using a single diffuse convolved environment map and hacky cobbled together shader for lighting, for near realtime speed. Lighting is coming from the map at the moment, with the only outside contribution being some cast shadows. Needs more work, I just slapped it together one afternoon.]]></description>
			<content:encoded><![CDATA[<p>A test image using a single diffuse convolved environment map and hacky cobbled together shader for lighting, for near realtime speed.  Lighting is coming from the map at the moment, with the only outside contribution being some cast shadows. Needs more work, I just slapped it together one afternoon.</p>
<p><a href="http://andy.moonbase.net/wp-content/uploads/2011/04/20110414-031000.jpg"><img src="http://andy.moonbase.net/wp-content/uploads/2011/04/20110414-031000.jpg" alt="20110414-031000.jpg" class="alignnone size-full" /></a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>zap&#8217;s mental ray tips: Fire and Ice &#8211; rendering Diamonds and Gems in mental ray</title>
		<link>http://andy.moonbase.net/archives/336</link>
		<comments>http://andy.moonbase.net/archives/336#comments</comments>
		<pubDate>Thu, 21 Oct 2010 16:46:02 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[Mental Ray]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/?p=336</guid>
		<description><![CDATA[zap&#8217;s mental ray tips: Fire and Ice &#8211; rendering Diamonds and Gems in mental ray &#8211; an excellent read!]]></description>
			<content:encoded><![CDATA[<p><a href="http://mentalraytips.blogspot.com/2009/11/fire-and-ice-rendering-diamonds-and.html">zap&#8217;s mental ray tips: Fire and Ice &#8211; rendering Diamonds and Gems in mental ray</a> &#8211; an excellent read!</p>
]]></content:encoded>
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		</item>
		<item>
		<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>
]]></content:encoded>
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		</item>
		<item>
		<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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		</item>
		<item>
		<title>Mach Studio Pro</title>
		<link>http://andy.moonbase.net/archives/10</link>
		<comments>http://andy.moonbase.net/archives/10#comments</comments>
		<pubDate>Fri, 26 Feb 2010 17:44:02 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[Mach Studio]]></category>
		<category><![CDATA[MSpro]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[software]]></category>

		<guid isPermaLink="false">http://andy2.moonbase.net/?p=10</guid>
		<description><![CDATA[I have been testing Mach Studio Pro for PLF for a while now, and while it&#8217;s a very new tool I am pretty pleased with it&#8217;s capabilities and potential. MSpro is an application which accepts scenes from most 3d packages (including Max, Maya, XSI, sketchup etc) and enables the artist to shade/light/render in realtime. Quality [...]]]></description>
			<content:encoded><![CDATA[<p>I have been testing Mach Studio Pro for PLF for a while now, and  while it&#8217;s a very new tool I am pretty pleased with it&#8217;s capabilities  and potential. MSpro is an application which accepts scenes from most 3d  packages (including Max, Maya, XSI, sketchup etc) and enables the  artist to shade/light/render in realtime. Quality is high, with renders  being competitive (and sometimes mistaken for) mental ray/vray etc in  many cases. Being a realtime application there are caveats and  limitations of course, for instance raytracing is not (yet) supported,  nor are true radiosity/GI effects. Fair enough. And you&#8217;ll still need to  render out vFX passes like particles and volumetrics in another app.</p>
<p>But most CG isn&#8217;t about all that &#8211; it&#8217;s about the basics and that&#8217;s  where MSpro shines: on the 90% of the work you render which you can now  do so in seconds rather than hours.  It&#8217;s very liberating being able to  light shots with immediate visual feedback, and MSpro was written with a  fair eye towards being a production-friendly application with python  scripting, linear lighting and HDRI workflow, output to open EXR as pass  breakdowns etc.</p>
<p>This is clearly the direction the industry is moving and Mach Studio  is not without competitors, but as a just-out-of-the-gate package they  are off to a great start. And don&#8217;t get me wrong, MSpro isn&#8217;t just about  the bare minimums&#8230; realtime microtesselated displacement maps aren&#8217;t  basic, and realtime AO and SSS go a long way towards giving you the  tools you need to create great imagery. In real time. No more waiting on  farms. No more unpleasant surprises a day lat</p>
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