PixelCG Podcast

Follow PixelCG Podcast
Share on
Copy link to clipboard

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

Ashraf Aiad


    • Apr 6, 2011 LATEST EPISODE
    • infrequent NEW EPISODES
    • 11m AVG DURATION
    • 12 EPISODES


    Search for episodes from PixelCG Podcast with a specific topic:

    Latest episodes from PixelCG Podcast

    HD - Maya render passes Part 2 | Tutorial

    Play Episode Listen Later Apr 6, 2011 10:23


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

    HD - Maya render passes Part 1 | Tutorial

    Play Episode Listen Later Apr 6, 2011 6:15


    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.

    HD - Mental Ray mia photometric light node.

    Play Episode Listen Later Sep 20, 2010 7:18


    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.

    HD - Mental Ray Production Library | mip_rayswitch.

    Play Episode Listen Later Apr 22, 2010 14:22


    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.

    HD - Mental Ray Production Library | mip_grayball.

    Play Episode Listen Later Mar 21, 2010 9:33


    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.

    HD - Mental Ray Production Library | mip_gamma_gain.

    Play Episode Listen Later Jan 21, 2010 7:38


    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.

    HD - Mental Ray Production Library | mip_render_subset.

    Play Episode Listen Later Jan 6, 2010 7:26


    In this session we will have a closer look at how to use the mip Shaders, in particular the mip_render_subset. This lens Shader will allow us to re-render an element of your scene without the need to render the entire file. Elements can be defined by an object name or a single material Shader.

    HD - Mental Ray Production Library | Compositing 3d elements.

    Play Episode Listen Later Oct 25, 2009 25:22


    In this session we will have a closer look at how to use the mip Shaders, in particular the mip_rayswitch_environment, the mip_cameramap, and the mip_mirrorball to composite 3d elements onto a live action background.

    HD - Mental Ray Production Library | mip_binaryproxy.

    Play Episode Listen Later Oct 8, 2009 12:28


    In this session we will have a closer look at the mip_binaryproxy and how to use it as an object holder for a complex geometry that will only appear at render time

    HD - Mental Ray Production Library | mip_motion_vector.

    Play Episode Listen Later Sep 20, 2009 16:25


    In this session we will have a closer look at the mip_motion_vector and how to use it in post to get fast render of our motion blur.

    HD - Mental Ray Production Library | mip_motionblur.

    Play Episode Listen Later Sep 14, 2009 10:58


    In this session we will have a closer look at the mip_motionblur and how to use it to speed up our render time when using motion blur.

    HD - Mental Ray Production Library | Enabling mip Shaders.

    Play Episode Listen Later Apr 6, 2009 7:02


    The production Shader library contains a set of Shaders aimed at production users of mental ray. They are hidden by default. In this episode we will explore how to expose these shades in Autodesk Maya.

    Claim PixelCG Podcast

    In order to claim this podcast we'll send an email to with a verification link. Simply click the link and you will be able to edit tags, request a refresh, and other features to take control of your podcast page!

    Claim Cancel