Setting up a xyzWPP pass in vray using the vrayRE_extra_tex By Brian Freisinger November 5, 2012 (Reminder: Click on images to enlarge) A common request I get from compositors, is for an XYZ WPP pass in addition to my standard passes. The XYZ or World Point Position pass can be used in multiple ways, from […]
Multi-Tile UV Mapping/Displacement Part 4 By Brian Freisinger June 9, 2012 (This tutorial is designed around Maya and Mudbox. Several of the concepts here can be transposed into other 3d software packages that have UV grid control) This is a continuation of the multi tile UV mapping tutorial. Click on the images to enlarge […]
Using Vray Render Elements, Making Specular Vray Materials, using Vray_Light_Select, basic Vray Compositing in Nuke. Brian Freisinger Feb 19 2012 UPDATE: May 7 2012 – The script wasn’t working correctly in Maya 2012 and Vray 2.2. It’s been updated to now work properly. (This tutorial requires Maya 2011 or higher, Vray 2.0 and Nuke or […]
Part 3: Multi-Tile Shader Setup/Rendering in Maya. Brian Freisinger October 18, 2011 Update: June 10, 2012 – To skip directly to how to set up for displacement jump ahead to part 4 of this tutorial series. Also I’m no longer using the layered texture shader method and instead using the +/- Average node method as […]
Part 2: Multi-Tile Painting in Mudbox By Brian Freisinger October 17, 2011 In Part 1, you should have created a basic Cube geo and a mult-tile UV map. We’ll now export our multi-tiled geometry as an .OBJ and bring it into mudbox On a side note, I generally stick with the .OBJ export instead […]
Multi-Tile UV Mapping Part 1 By Brian Freisinger October 17, 2011 (This tutorial is designed around Maya and Mudbox. Several of the concepts here can be transposed into other 3d software packages that have UV grid control) STANDARD UV MAPPING vs. MULTI-TILE (This is a basic overview of UV maps and resolutions, if you’re […]
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