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	<title>pixel/ab/log &#187; tutorial</title>
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	<link>http://www.pixelab.be/blog</link>
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		<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[
update 1-oct-2009/ thanks to Peter, I&#8217;ve learned that Multimatte workd by default with object IDs. The topic has then be corrected/completed
update 27-oct-2009/ added some info on the &#8220;Affect channel : All channels&#8221; option of a material
When it come to archviz rendering, one of the first thing to learn is to create good masks to retouch [...]]]></description>
		<wfw:commentRss>http://www.pixelab.be/blog/2009/09/28/masks1/feed/</wfw:commentRss>
		<slash:comments>8</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[Update 08-2009 : Sorry but this one seems to be offline now :(
Nice tutorial from Nir Sullam about making hedges with particle leaves&#8230;
]]></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[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 :

Let&#8217;s say that it quickens the darkening of the fog inside the material, [...]]]></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[
I had some request on how this tower image 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.

Basically the skin of the tower model consist of three layers. The challenge was to build [...]]]></description>
		<wfw:commentRss>http://www.pixelab.be/blog/2008/03/09/tutorialmaking-of-vincent-van-duysen-tower-in-beirut/feed/</wfw:commentRss>
		<slash:comments>31</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[
Zip file with illustrations &#38; max 7.0 files can be downloaded here.
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 normally with any [...]]]></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[
UPDATE : Zip file with illustrations &#38; max 7.0 files can be downloaded here.
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 the original tiling.
First, start by making [...]]]></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>10</slash:comments>
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