<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>pixel/ab/log &#187; tutorial</title>
	<atom:link href="http://www.pixelab.be/blog/category/tutorial/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.pixelab.be/blog</link>
	<description>pixelab.be blog</description>
	<lastBuildDate>Mon, 28 Nov 2011 15:20:27 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
		<item>
		<title>Expanded metal with normal maps (VRayNormalMap)</title>
		<link>http://www.pixelab.be/blog/2011/04/22/expanded-metal-with-normal-maps-vraynormalmap/</link>
		<comments>http://www.pixelab.be/blog/2011/04/22/expanded-metal-with-normal-maps-vraynormalmap/#comments</comments>
		<pubDate>Fri, 22 Apr 2011 10:28:46 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[tutorial]]></category>
		<category><![CDATA[3dsmax]]></category>
		<category><![CDATA[cg]]></category>
		<category><![CDATA[displacement]]></category>
		<category><![CDATA[map]]></category>
		<category><![CDATA[material]]></category>
		<category><![CDATA[normal map]]></category>
		<category><![CDATA[opacity map]]></category>
		<category><![CDATA[photoshop]]></category>
		<category><![CDATA[texture]]></category>
		<category><![CDATA[V-Ray]]></category>

		<guid isPermaLink="false">http://www.pixelab.be/blog/?p=265</guid>
		<description><![CDATA[<p>Last year, Peter posted an interesting <a href="http://www.peterguthrie.net/blog/2010/06/free-texture-expanded-metal/">article</a> on how to make nice looking expanded metal with displacement maps (this technique is covered <a href="http://www.pixelab.be/blog/2007/09/26/tutorial-creating-v-ray-displacement-maps-from-hi-poly-tiling-geometry/">here</a> on my blog or <a href="http://bertrand-benoit.com/blog/2010/03/31/frank-gehry-style-titanium-scales/">here</a> on BBB3 blog)</p> <p>That reminded me an old project of doing this material only with opacity &#38; normal map and after some research, it [...]]]></description>
		<wfw:commentRss>http://www.pixelab.be/blog/2011/04/22/expanded-metal-with-normal-maps-vraynormalmap/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Masks : Essential tools for your CG workflow 1/2</title>
		<link>http://www.pixelab.be/blog/2009/09/28/masks1/</link>
		<comments>http://www.pixelab.be/blog/2009/09/28/masks1/#comments</comments>
		<pubDate>Mon, 28 Sep 2009 19:17:38 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[3dsmax]]></category>
		<category><![CDATA[cg]]></category>
		<category><![CDATA[photoshop]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[archviz]]></category>
		<category><![CDATA[masks]]></category>
		<category><![CDATA[material]]></category>
		<category><![CDATA[reflection]]></category>
		<category><![CDATA[refraction]]></category>
		<category><![CDATA[V-Ray]]></category>

		<guid isPermaLink="false">http://www.pixelab.be/blog/?p=82</guid>
		<description><![CDATA[<p style="text-align: left;"> <p style="text-align: left;">update 1-oct-2009/ thanks to <a href="http://www.peterguthrie.net/">Peter</a>, I&#8217;ve learned that Multimatte workd by default with object IDs. The topic has then be corrected/completed</p> <p style="text-align: left;">update 27-oct-2009/ added some info on the &#8220;Affect channel : All channels&#8221; option of a material</p> <p style="text-align: left;">When it come to archviz rendering, one of [...]]]></description>
		<wfw:commentRss>http://www.pixelab.be/blog/2009/09/28/masks1/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>Displacement and Gamma issues with V-Ray</title>
		<link>http://www.pixelab.be/blog/2009/09/08/diplacement-and-gamma-issues-with-v-ray/</link>
		<comments>http://www.pixelab.be/blog/2009/09/08/diplacement-and-gamma-issues-with-v-ray/#comments</comments>
		<pubDate>Tue, 08 Sep 2009 14:10:40 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[3dsmax]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[vray - 3dsmax]]></category>
		<category><![CDATA[displacement]]></category>
		<category><![CDATA[gamma]]></category>
		<category><![CDATA[LWF]]></category>
		<category><![CDATA[texture]]></category>
		<category><![CDATA[V-Ray]]></category>

		<guid isPermaLink="false">http://www.pixelab.be/blog/?p=53</guid>
		<description><![CDATA[<p>This might intrest thos who work in Linear color mapping with a gamma curve (like the so called Linear Workflow LWF with 2.2 gamma correction). I recently bumped into an annoying side effect of putting an input gamma for bitmap files other than 1.0 in Max : Diplacement maps gets corrected aswell&#8230;</p> <p></p> <p></p> <p>But [...]]]></description>
		<wfw:commentRss>http://www.pixelab.be/blog/2009/09/08/diplacement-and-gamma-issues-with-v-ray/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Nir Sullam’s “Creating Hedges Using PARRAY”</title>
		<link>http://www.pixelab.be/blog/2008/09/23/nir-sullam%e2%80%99s-%e2%80%9ccreating-hedges-using-parray%e2%80%9d/</link>
		<comments>http://www.pixelab.be/blog/2008/09/23/nir-sullam%e2%80%99s-%e2%80%9ccreating-hedges-using-parray%e2%80%9d/#comments</comments>
		<pubDate>Tue, 23 Sep 2008 20:16:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[3dsmax]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[cg]]></category>
		<category><![CDATA[modelling]]></category>

		<guid isPermaLink="false">http://www.pixelab.be/blog/?p=46</guid>
		<description><![CDATA[<p>Update 08-2009 : Sorry but this one seems to be offline now :(</p> <p>Nice <a href="http://www.orvatsel.com/max/hedges/">tutorial</a> from <a href="http://www.orvatsel.com/max/">Nir Sullam</a> about making hedges with particle leaves&#8230;</p>]]></description>
		<wfw:commentRss>http://www.pixelab.be/blog/2008/09/23/nir-sullam%e2%80%99s-%e2%80%9ccreating-hedges-using-parray%e2%80%9d/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Fog Bias parameter test in Vray Material</title>
		<link>http://www.pixelab.be/blog/2008/09/14/fog-bias-parameter-test-in-vray-material/</link>
		<comments>http://www.pixelab.be/blog/2008/09/14/fog-bias-parameter-test-in-vray-material/#comments</comments>
		<pubDate>Sun, 14 Sep 2008 21:34:18 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[3dsmax]]></category>
		<category><![CDATA[material]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[vray - 3dsmax]]></category>
		<category><![CDATA[fog]]></category>
		<category><![CDATA[V-Ray]]></category>

		<guid isPermaLink="false">http://www.pixelab.be/blog/?p=40</guid>
		<description><![CDATA[<p>I did notice this new parameter  since the 1.5 Service Pack 1, and decided to make some test. Actually, this parameter does exactly what I need&#8230; but it&#8217;s quite hard to explain and an image will be clearer than thousands of word :</p> <p style="text-align: center;"></p> <p>Let&#8217;s say that it quickens the darkening of the [...]]]></description>
		<wfw:commentRss>http://www.pixelab.be/blog/2008/09/14/fog-bias-parameter-test-in-vray-material/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>Tutorial/Making of Vincent Van Duysen Tower in Beirut</title>
		<link>http://www.pixelab.be/blog/2008/03/09/tutorialmaking-of-vincent-van-duysen-tower-in-beirut/</link>
		<comments>http://www.pixelab.be/blog/2008/03/09/tutorialmaking-of-vincent-van-duysen-tower-in-beirut/#comments</comments>
		<pubDate>Sun, 09 Mar 2008 22:22:32 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[3dsmax]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[vray - 3dsmax]]></category>
		<category><![CDATA[archviz]]></category>
		<category><![CDATA[cg]]></category>
		<category><![CDATA[pixelab]]></category>
		<category><![CDATA[V-Ray]]></category>

		<guid isPermaLink="false">http://www.pixelab.be/blog/2008/03/09/tutorialmaking-of-vincent-van-duysen-tower-in-beirut/</guid>
		<description><![CDATA[<p><a title="vvd_beirut_7 de pixelab, sur Flickr" href="http://www.flickr.com/photos/pixelab/2322468310/"></a></p> <p>I had some request on how <a href="http://www.flickr.com/photos/pixelab/2322324962/" target="_blank">this tower image</a> was done so here is a small making of this particular project. Even if VRay is not really required for this tutorial, it will be explained with some of this wonderful render engine functions.</p> <p></p> <p>Basically the skin [...]]]></description>
		<wfw:commentRss>http://www.pixelab.be/blog/2008/03/09/tutorialmaking-of-vincent-van-duysen-tower-in-beirut/feed/</wfw:commentRss>
		<slash:comments>40</slash:comments>
		</item>
		<item>
		<title>Tutorial / Random object visibility in 3dsmax with MaterialByElement &amp; Opacity</title>
		<link>http://www.pixelab.be/blog/2007/10/16/tutorial-random-object-visibility-in-3dsmax-with-materialbyelement-opacity/</link>
		<comments>http://www.pixelab.be/blog/2007/10/16/tutorial-random-object-visibility-in-3dsmax-with-materialbyelement-opacity/#comments</comments>
		<pubDate>Tue, 16 Oct 2007 20:31:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[3dsmax]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[vray - 3dsmax]]></category>
		<category><![CDATA[cg]]></category>
		<category><![CDATA[freebie]]></category>
		<category><![CDATA[material]]></category>

		<guid isPermaLink="false">http://www.pixelab.be/blog/?p=17</guid>
		<description><![CDATA[<p></p> <p><a href="http://www.pixelab.be/blog/tutorial2/pixelab_tutorial_MatByElmt2.zip">Zip file with illustrations &#38; max 7.0 files can be downloaded here.</a></p> <p>This simple 3dsmax technique is quite useful when you have to trigger the visibility of numerous objects. Instead of deleting &#8220;randomly&#8221; some elements, you apply randomly materials that are visible&#8230; or not. This is a very simple flexible method, and it works [...]]]></description>
		<wfw:commentRss>http://www.pixelab.be/blog/2007/10/16/tutorial-random-object-visibility-in-3dsmax-with-materialbyelement-opacity/feed/</wfw:commentRss>
		<slash:comments>12</slash:comments>
		</item>
		<item>
		<title>Tutorial / Creating V-Ray displacement maps from hi poly tiling geometry</title>
		<link>http://www.pixelab.be/blog/2007/09/26/tutorial-creating-v-ray-displacement-maps-from-hi-poly-tiling-geometry/</link>
		<comments>http://www.pixelab.be/blog/2007/09/26/tutorial-creating-v-ray-displacement-maps-from-hi-poly-tiling-geometry/#comments</comments>
		<pubDate>Wed, 26 Sep 2007 09:02:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[3dsmax]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[vray - 3dsmax]]></category>
		<category><![CDATA[cg]]></category>
		<category><![CDATA[displacement]]></category>
		<category><![CDATA[freebie]]></category>
		<category><![CDATA[map]]></category>
		<category><![CDATA[material]]></category>
		<category><![CDATA[V-Ray]]></category>

		<guid isPermaLink="false">http://www.pixelab.be/blog/?p=15</guid>
		<description><![CDATA[<p style="text-align: center"></p> <p>UPDATE : <a href="http://www.sharecg.com/v/15293/tutorial/Displacement-maps-from-hi-poly-tiling-geometry" target="_blank">Zip file with illustrations &#38; max 7.0 files can be downloaded here.</a></p> <p>This tutorial is about making a displacement map out of complex geometry that can be then applied to any object, no matter his curvature (with the VRayDisplacementMod for example) to recover the hi poly look of [...]]]></description>
		<wfw:commentRss>http://www.pixelab.be/blog/2007/09/26/tutorial-creating-v-ray-displacement-maps-from-hi-poly-tiling-geometry/feed/</wfw:commentRss>
		<slash:comments>13</slash:comments>
		</item>
	</channel>
</rss>

