12 episodes

Tips and tricks for all 3D artists who are interested in the field of rendering and digital sculpting.

PixelCG Podcast Ashraf Aiad

    • Technology

Tips and tricks for all 3D artists who are interested in the field of rendering and digital sculpting.

    • video
    HD - Maya render passes Part 2 | Tutorial

    HD - Maya render passes Part 2 | Tutorial

    In the second part will look into separating the scene elements in spate passes and incorporating render layers in our work-flow.

    • 10 min
    • video
    HD - Maya render passes Part 1 | Tutorial

    HD - Maya render passes Part 1 | Tutorial

    Render passes were first introduced in Maya 2009. The terms Render Layers and Render Passes are sometimes used interchangeably. However, this is inaccurate.
    In this tutorial we will explore how to extract the render passes out of Maya and going through all the available options.

    • 6 min
    • video
    HD - Mental Ray mia photometric light node.

    HD - Mental Ray mia photometric light node.

    In this session we will have a closer look at the mia_photometric_light.
    This node is not only allowing you to achieve more realistic lighting , but it will also make your GI solution much easier and faster to work with.

    • 7 min
    • video
    HD - Mental Ray Production Library | mip_rayswitch.

    HD - Mental Ray Production Library | mip_rayswitch.

    In this session we will have a closer look at how to use the mip Shaders, in particular the mip_rayswitch and mip_rayswitch_advanced.
    This Shader will act as a gateway for the outgoing rays that are bouncing of an object or an environment. For example you can change the color of the reflection of any giving object in the scene. It can also be used to alter environments.

    • 14 min
    • video
    HD - Mental Ray Production Library | mip_grayball.

    HD - Mental Ray Production Library | mip_grayball.

    In this session we will have a closer look at how to use the mip Shaders, in particular the mip_grayball.
    This is a simple Shader that can be utilized to shade an object via a texture file, very similar to the behavior of Mudbox lit Sphere material.
    With this workflow you can achieve the same look that you have in any 3D package, just by using a simple rendered sphere.

    • 9 min
    • video
    HD - Mental Ray Production Library | mip_gamma_gain.

    HD - Mental Ray Production Library | mip_gamma_gain.

    In this session we will have a closer look at how to use the mip Shaders, in particular the mip_gamma_gain.
    This is a simple Shader that can be utilized to allow a linear workflow. It can be used either on a texture or on the entire render.

    • 7 min

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