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タグ: MentalRay

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Render: レンダリング設定チュートリアル「反射」

Land-Y
投稿者: Land-Y | 投稿日時: 2012-7-2 14:36
タグ: , , , , , , , , ,


A Guide for a Better Reflection

優れた反射チュートリアル 

Softimage MentalRayでの
レンダリングチュートリアル動画集です。

  

Softimage Reflection - A Guide for a Better Reflection, P1

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www.si-community.com • View topic - "ink" rendering

Render: Softimageレンダラー各種の"インク"レンダリング検証

Land-Y
投稿者: Land-Y | 投稿日時: 2012-4-17 10:56
タグ: , , , , , , ,
http://bit.ly/I0YLVe

SI-Communityにて

Softimageで利用できるレンダラーで
INKラインがどのような感触か検証されてます。

line_tests__very_much_wip__by_kerroperro-d4wi9gk.jpg 

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www.si-community.com • View topic - IRay Progressive Rendering Tests

Render Addon: IRay プログレッシブレンダーテスト

Land-Y
投稿者: Land-Y | 投稿日時: 2011-12-7 12:50
タグ: , , , , , ,
http://www.si-community.com/community/viewtopic.php?f=10&t=1948

IRay Progressive Rendering Tests

Softimage2012で IRayレンダラーテストです。
GPUレンダーとして非常に高速。

利用するには現在アドオンが必要です。

右クリックして保存 ■ダウンロード

 

 Gtx 480 - about 9min \ si2012 

Image

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News: Softimage I-Ray?

Land-Y
投稿者: Land-Y | 投稿日時: 2011-4-28 2:04
タグ: , , , , ,

SI-community内にて
SoftimageでI-Rayを使う方法が話題になっております。
各自翻訳して真相を見てみてください。

progressive rendering in xsi2012, still not there? より

→Google翻訳済みページ 

file.php?id=1056&sid=7b16ff6e505075f036cd0ff2c7805a16

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Puppet

Render Addon: Shaders_p

Land-Y
投稿者: Land-Y | 投稿日時: 2010-10-13 16:55
タグ: , , , , ,
http://www.puppet.tfdv.com/download/shaders_p_e.shtml

Shaders_p

メンタルレイカスタムシェーダー 


linkp_constant - simple surface shader. Constant - shader of constant color without any shading and etc.
linkp_fg_light - simple surface shader like p_constant, with the exception of this shader visible only for final gather rays. Shader fully transparent for other ray type (like eye, transparent, refraction and etc).
linkp_fg_no_light - this shader is inverse of p_fg_light, shader visible for all ray type with the exception final gather rays.
linkp_facing_ratio - compute difference between normal and eye ray and create gradient for this value. Maybe used for create fake of fresnel effect and etc.
linkp_color_plus_alpha - merge color and alpha. Maybe used for add transparency for any shaders. Also maybe used for mix maya shaders and mental ray shader for solution problem with alpha.
linkp_motion_to_rgb - surface shader for convert motion vectors to RGB for create motion blur effect during compose.
linkp_irradiance - surface shader for compute irradiance (FG, GI and Caustic). Maybe used for output irradiance color with different pass for followed compose. Also this shader maybe used with common shading network for tune up irradiance color.
linkp_color_to_float - convert color to float, supported some type of conversions: R, G, B, A, Average, Luminosity. Shader return float.
linkp_saturation - change saturation of color
linkp_fisheye - lens shader, create fisheye effect.
linkp_buffer_writer - surface shader for rendering object with multiple pass.
linkp_z - surface shader for compute z channel with sampling. Supported 8, 16 and 32(float) bit per component. Alpha is supported.
linkp_ray_type - surface shader for rendering object with different shaders depending on ray type.
linkp_shadow - surface shader for rendering shadow only without shading.
linkp_bake_read - texture shader, assign different textures depending on object name.
linkp_MegaTK - universal surface shader for slit out many passes for one render.
linkp_environment - shader for computing Environment Reflection or for computing ambient light from environment for Baked Occlusion.
linkp_shadow_transparency - shadow shader for computing colored and transparency shadow with attenuation and edginess affect.
linkp_scatter_wrap - shader for faking scattering effect (based on object thickness) and additional wrap effect. Shader return float.

 

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