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	<title>Comments on: Painting Base Lighting with the FXTree</title>
	<atom:link href="http://www.xsi-blog.com/archives/99/feed" rel="self" type="application/rss+xml" />
	<link>http://www.xsi-blog.com/archives/99</link>
	<description>People and thoughts behind XSI in production...</description>
	<pubDate>Sun, 23 Nov 2008 10:23:12 +0000</pubDate>
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		<item>
		<title>By: rene castillo</title>
		<link>http://www.xsi-blog.com/archives/99#comment-3576</link>
		<dc:creator>rene castillo</dc:creator>
		<pubDate>Wed, 21 Jun 2006 02:27:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/?p=99#comment-3576</guid>
		<description>oh rock on i had been using IBL for sometime and that was a nice presente.</description>
		<content:encoded><![CDATA[<p>oh rock on i had been using IBL for sometime and that was a nice presente.</p>
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	<item>
		<title>By: Guillaume Laforge</title>
		<link>http://www.xsi-blog.com/archives/99#comment-2713</link>
		<dc:creator>Guillaume Laforge</dc:creator>
		<pubDate>Sat, 27 May 2006 06:51:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/?p=99#comment-2713</guid>
		<description>Hi Mark,

You can directly use the ''XSIAmbientOcclusion'' shader if you set the ''output mode'' to ''Sampled Environment'' and add an environment shader to your pass or material. If you want to bake bent normals to your object to speed up the rendering like in my video example you must use the ''mib amb occlusion'' and the ''mib bent normal env'' shaders.  There are two links at the begining explaining how it works. It should help you.</description>
		<content:encoded><![CDATA[<p>Hi Mark,</p>
<p>You can directly use the &#8221;XSIAmbientOcclusion&#8221; shader if you set the &#8221;output mode&#8221; to &#8221;Sampled Environment&#8221; and add an environment shader to your pass or material. If you want to bake bent normals to your object to speed up the rendering like in my video example you must use the &#8221;mib amb occlusion&#8221; and the &#8221;mib bent normal env&#8221; shaders.  There are two links at the begining explaining how it works. It should help you.</p>
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	</item>
	<item>
		<title>By: Mark</title>
		<link>http://www.xsi-blog.com/archives/99#comment-2711</link>
		<dc:creator>Mark</dc:creator>
		<pubDate>Sat, 27 May 2006 06:18:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/?p=99#comment-2711</guid>
		<description>Could you elaborate a bit more on the shading side of things?
I dont quite understand the setup of the Ambient Occlusion shader.
Thanks alot for the article though. Looks like a realy powerful way 
for setting up base lighting.
Thanks</description>
		<content:encoded><![CDATA[<p>Could you elaborate a bit more on the shading side of things?<br />
I dont quite understand the setup of the Ambient Occlusion shader.<br />
Thanks alot for the article though. Looks like a realy powerful way<br />
for setting up base lighting.<br />
Thanks</p>
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	</item>
	<item>
		<title>By: Gianfranco Sgura</title>
		<link>http://www.xsi-blog.com/archives/99#comment-2658</link>
		<dc:creator>Gianfranco Sgura</dc:creator>
		<pubDate>Thu, 25 May 2006 00:53:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/?p=99#comment-2658</guid>
		<description>Wow!! Excellent!! Now this really reminds us how powerful can be having the FXtree right into XSI! Imagine what could be having the raster painter linked with the weight painter?
Let''s say we could somehow convert the weight painter strokes to XY coordinates for the raster painter, then we could use it to paint our textures directly into XSI, which I''m pretty sure would be a lovely thing for many of us...
Just a thought.

Thanks a lot Guillame!
Gianfranco</description>
		<content:encoded><![CDATA[<p>Wow!! Excellent!! Now this really reminds us how powerful can be having the FXtree right into XSI! Imagine what could be having the raster painter linked with the weight painter?<br />
Let&#8217;&#8217;s say we could somehow convert the weight painter strokes to XY coordinates for the raster painter, then we could use it to paint our textures directly into XSI, which I&#8221;m pretty sure would be a lovely thing for many of us&#8230;<br />
Just a thought.</p>
<p>Thanks a lot Guillame!<br />
Gianfranco</p>
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	<item>
		<title>By: Morten Bartholdy</title>
		<link>http://www.xsi-blog.com/archives/99#comment-2642</link>
		<dc:creator>Morten Bartholdy</dc:creator>
		<pubDate>Wed, 24 May 2006 11:09:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/?p=99#comment-2642</guid>
		<description>Excellent stuff as usual Guillaume - it comes quite handy in a project I am working on right now :)

Thanks for the very clear and informative movie file. It makes it straight forward to follow.

Best
Morten Bartholdy</description>
		<content:encoded><![CDATA[<p>Excellent stuff as usual Guillaume - it comes quite handy in a project I am working on right now :)</p>
<p>Thanks for the very clear and informative movie file. It makes it straight forward to follow.</p>
<p>Best<br />
Morten Bartholdy</p>
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		<title>By: Kris</title>
		<link>http://www.xsi-blog.com/archives/99#comment-2583</link>
		<dc:creator>Kris</dc:creator>
		<pubDate>Wed, 24 May 2006 01:42:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/?p=99#comment-2583</guid>
		<description>Wow, really cool.  Never thought about doing that.  Now if the FX Tree would only support floating point HDRI or OpenEXR, then that would really be something!!</description>
		<content:encoded><![CDATA[<p>Wow, really cool.  Never thought about doing that.  Now if the FX Tree would only support floating point HDRI or OpenEXR, then that would really be something!!</p>
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		<title>By: Patrick Boucher</title>
		<link>http://www.xsi-blog.com/archives/99#comment-2512</link>
		<dc:creator>Patrick Boucher</dc:creator>
		<pubDate>Tue, 23 May 2006 13:07:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/?p=99#comment-2512</guid>
		<description>Just had to mention how neat I find this trick to be! Easy, simple, flexible, interactive, etc... Be sure to check out the screen capture Guillaume did, it''ll eat up bandwidth I know but that''s what it''s there for and the video makes it all so clear!

Thanks Guillaume,
Cheers.</description>
		<content:encoded><![CDATA[<p>Just had to mention how neat I find this trick to be! Easy, simple, flexible, interactive, etc&#8230; Be sure to check out the screen capture Guillaume did, it&#8221;ll eat up bandwidth I know but that&#8217;&#8217;s what it&#8217;&#8217;s there for and the video makes it all so clear!</p>
<p>Thanks Guillaume,<br />
Cheers.</p>
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