Friday, August 13, 2010
INTRODUCTING MUDBOX
Long time no post recently. Finally got this book from SYBEX thanks to Ara Kermanikian!
Thanks Ara and SYBEX!! I'll read and enjoy this book immediately. and of course it must be helpful for my work.
I'm really glad that it could come out finally. mudbox guy and me really were waiting for this moment. I hope that Japanese some publisher will decide to re-sell it in Japan sometime....
If you have an interest in this book or mudbox, please get it!
Thank you,
Wednesday, July 14, 2010
Mudbox2011:The shapeof things to come
Anyway, Mudbox2011 has greatly improved compared to previous version!
http://area.autodesk.com/gomudbox
Wednesday, May 26, 2010
Append exisiting lens shader
but if you know another good way to solve this problem, please let me know :)
how to create extra lens shader in Mental ray
Friday, May 14, 2010
Maya Linear Workflow In Two Steps
from this blog
djx blog
Step 1. Before you set up any materials, do any texturing or add lights, create a mia_exposure_simple node and connect it to your camera as a mentalray lens shader. In mia_exposure_simple set the following values: Pedestal=0, Gain=1, Knee=1, Compression=0, Gamma=2.2
Step 2. If you map a color value with an 8-bit image then connect either a mip_gamma_gain (preferred) or a gammaCorrect node between the fileTexture and the material. In mip_gamma_gain or gammaCorrect set Gamma=0.455
A few extra things to remember:
Lights: Use Decay Rate=quadratic or physically correct lights like the womArchlight shader.
Color Swatches: If they represent a material color, then like 8-bit images, they also need gamma correction=0.455, so either connect a mip_gamma_gain to the swatch or just guess and darken the color manually.
Non-color attributes: Things like diffuse weight, bump values, reflectivity etc are not colors. They do not need any gamma correction.
Floating point images: These are already linear. gamma=0.455 is NOT required.
Frame Buffer Gamma: Forget you ever heard about it and leave it set to 1.
Final output: Use the renderview window to adjust your lighting and texturing. Then for final renders that require no post processing, batch render and your done. For renders that will be processed further in a compositing application where you will also use a linear workflow, then before batch rendering, disconnect the lens shader.
Thursday, April 29, 2010

Finally, I could join this awesome blog!! You can find a lot of superb creature stuffs, concepts, sculpts, digital images and of course talented artists too! My recent work could also be published on here. Thanks Davi.
I'm going to post on here immediately when I create a next one.
Have a great creature time!
(You can visit the page from the banner.)




