RenderBay - Render Farm for SolidWorks and Modo Users
january 2012 by AlexK
A small render farm, at reasonable rates, for the SolidWorks 2011/2012 PhotoView 360 and Modo 501 user.
We have dual socket, 6 core, Xeon render nodes with 48 gigs of RAM, SSD hard drives with SolidWorks 2011 and 2012 installed for rendering your PhotoView 360 frames.
rendering
modo
3d
renderfarm
We have dual socket, 6 core, Xeon render nodes with 48 gigs of RAM, SSD hard drives with SolidWorks 2011 and 2012 installed for rendering your PhotoView 360 frames.
january 2012 by AlexK
Refraction Index of Various Substances for 3D modelers
july 2011 by AlexK
Refraction Index of Various Substances for 3D modelers
3d
cg
light
reference
refraction
refractive
index
rendering
july 2011 by AlexK
Deep Image Compositing › Overview
november 2010 by AlexK
The concept of a deep image isn’t brand new; ultimately it’s just the technique of encoding more than just the RGBA value in a pixel. Many applications and systems already store multiple channels of data to enhance the compositing workflow as well as re-using calculations already performed by the rendering engine. Side FX software’s Houdini is an example of one of the more recent applications to utilize this workflow via it’s custom camera image format.
What we’re doing is utilizing a simplification of already existing representations for shadow maps to encode camera space information. This reaches further than traditional Z depth buffers, as those tend to lead to artifacts in semi transparent areas, such as motion blur or oversampling.
Deep images solve this issue by storing multiple samples for every pixel at varying depths which contain the chosen values (opacity, color, P) at that depth, encoding it in efficient way to solve a lot of the aforementioned historical issues.
compositing
3d
renderman
mentalray
rendering
deep
images
What we’re doing is utilizing a simplification of already existing representations for shadow maps to encode camera space information. This reaches further than traditional Z depth buffers, as those tend to lead to artifacts in semi transparent areas, such as motion blur or oversampling.
Deep images solve this issue by storing multiple samples for every pixel at varying depths which contain the chosen values (opacity, color, P) at that depth, encoding it in efficient way to solve a lot of the aforementioned historical issues.
november 2010 by AlexK
Octane Render- The Interactive Physically Based Render Engine
january 2010 by AlexK
Octane Render- The Interactive Physically Based Render Engine — — Fully GPU accelerated Unbiased Render Engine
rendering
3d
vfx
from twitter
january 2010 by AlexK
Collection of Pixar Scientific Paper
october 2009 by AlexK
Collection of Pixar Scientific Papers from Siggraph and other Pixar presentations. Going as far back as 1982's presentation of the Cook-Torrance shading model.
Renderman
rendering
shading
Pixar
scientific
papers
from twitter
october 2009 by AlexK
Category:Tutorials Maya - TOI-Pedia
september 2009 by AlexK
Category:Tutorials Maya - TOI-Pedia
Maya
MentalRay
rendering
howto
from twitter
september 2009 by AlexK
Filtering In PRMan
july 2009 by AlexK
The following are some very interesting insights on filtering in PRMan.
Renderman
PixelFilter
Overview
HowTo
3D
Rendering
Antialiasing
Filtering
july 2009 by AlexK
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