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	<title>PixelCG Tips &#38; Tricks</title>
	<link>http://www.pixelcg.com/blog</link>
	<description>Thinking Out Loud</description>
	<lastBuildDate>Thu, 02 Sep 2010 16:00:42 +0000</lastBuildDate>
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		<title>Model showcase part 3 – Tutorial</title>
		<description><![CDATA[In this short tutorial we will explore how to show case your model in new and interesting way. The idea is to have both outline render combined with Ambient Occlusion look. You can achieve the same result number of ways, in this process we will explore the render in one pass by modifying the Shader [...]]]></description>
		<link>http://www.pixelcg.com/blog/?p=778</link>
			</item>
	<item>
		<title>Maya 2011 send to Mudbox – Tip</title>
		<description><![CDATA[Maya 2011 comes with a new option called “Export selected to Mudbox” To get this option working, you need to identify where is Mudbox installed on your machine and the location of the temp file that will be generated before launching Mudbox. Go to Windows &#62; Setting and Preferences &#62; Preferences  under Applications Located Mudbox.exe [...]]]></description>
		<link>http://www.pixelcg.com/blog/?p=767</link>
			</item>
	<item>
		<title>Multi UV tile is black in Maya viewport</title>
		<description><![CDATA[If you use the multi channel setup MEL found here to import Mubdbox texture files. You might notice that Maya viewport is only showing the first UV tile (tile 0-1) and the rest will be black. This is the default behavior for Maya 2011 and that can be easily fixed by going to the Shader [...]]]></description>
		<link>http://www.pixelcg.com/blog/?p=752</link>
			</item>
	<item>
		<title>Mental ray standalone 3.8.1 iray for Maya 2011</title>
		<description><![CDATA[Even though the name sounds like an Apple product but it is not! First I like to give credit for Ryan Brady for starting this thread on cgtalk. In my sample file I used mental ray DOF , IBL and FG. Render time 17:23 min In order to incorporate the iray function in your favorite [...]]]></description>
		<link>http://www.pixelcg.com/blog/?p=716</link>
			</item>
	<item>
		<title>Creating Ambient Occlusion with transparency texture– Tutorial</title>
		<description><![CDATA[In my previous post Dissecting the mib_amb_occlusion node. I talked about using transparency in Ambient occlusion, but I didn’t really cover the subject of using texture with alpha and having that casing AO on the nearby object. In this simple scene we have a texture file with alpha assigned to a separate geometry. If we [...]]]></description>
		<link>http://www.pixelcg.com/blog/?p=698</link>
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