<?xml version='1.0' encoding='UTF-8'?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/" xmlns:blogger="http://schemas.google.com/blogger/2008" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" version="2.0"><channel><atom:id>tag:blogger.com,1999:blog-8873347759213403887</atom:id><lastBuildDate>Wed, 02 Oct 2024 05:20:13 +0000</lastBuildDate><category>Tutorials</category><category>Diversions</category><category>Concepts</category><category>Excuses</category><category>Lesson</category><category>About</category><category>tips</category><category>Look-dev</category><category>Observation</category><category>Outline</category><category>Show off</category><category>rhino</category><category>tricks</category><category>FAQ</category><category>Rio</category><category>opacity</category><category>trees</category><title>Brazil r/s V2 Field Guide</title><description>Attempting to author a full, step-by-step Brazil r/s training guide online.  Contributors welcome.</description><link>http://brazil-rs.blogspot.com/</link><managingEditor>noreply@blogger.com (Captain Video!)</managingEditor><generator>Blogger</generator><openSearch:totalResults>63</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-653567281825759745</guid><pubDate>Fri, 04 Dec 2009 16:40:00 +0000</pubDate><atom:updated>2009-12-04T14:57:21.250-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Tutorials</category><title>Radial Brushed Metal Material</title><atom:summary type="text">The Theory:If you were to take the cross section of a brushed metal object you would find a series of small grooves etched into the object.  You could attempt to simulate this using a very fine/high resolution bump map however the sampling rate required to eliminate aliasing would probably be prohibitive come render time.In this shader we&#39;re going to use a blend material and surface normals to </atom:summary><link>http://brazil-rs.blogspot.com/2009/12/radial-brushed-metal-material.html</link><author>noreply@blogger.com (Gavin Greenwalt)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiH8AS6wkxbhFaTwpvkB5JPi4trXHDx7veIfmTbvxmR3ACWgR3RBks55b1ptsoh90ySbT-NbOiZ-hIx1LciPR7NbNYewTlUICxMYVVyqjhnUXhiSR762JIO4HlxRDl6HNx9VdtRUdGSDGM/s72-c/Radial_Brushed_Metal.jpg" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-5995555726988678933</guid><pubDate>Tue, 28 Apr 2009 19:54:00 +0000</pubDate><atom:updated>2009-04-28T12:54:36.180-07:00</atom:updated><title>Facing glass panels in Brazil r/s V2</title><atom:summary type="text">Real world examples:Here are some photos of real world glass sculptures with facing panels.Author: Vaclav CiglerWhat options do we have?:All testing will be done on simple scene with glass sculpture composed from 3 glass blocks. Material used is Brazil2 Glass material with enabled absorbtion (light blue).Option 1 - Facing panelsAt fist we can let the geometry as we have modeled it. Less work for </atom:summary><link>http://brazil-rs.blogspot.com/2009/04/facing-glass-panels-in-brazil-rs-v2.html</link><author>noreply@blogger.com (Pavel Romsy)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgr1cU-UxcPIaQTR9pndap2dC2x9wducebDv4l0NQb9da4fFUedKNEC2EZ2KmkVPT-WAN-owm_583OhsOqXgiwwxRJClyhoSugFp2RmydZT0s7FrXD_oiohQ6wScHg_MTD2qK6-yt7C-20/s72-c/A004_L.jpg" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-3757577610313915</guid><pubDate>Wed, 03 Dec 2008 20:31:00 +0000</pubDate><atom:updated>2008-12-04T04:36:42.142-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">opacity</category><category domain="http://www.blogger.com/atom/ns#">tips</category><category domain="http://www.blogger.com/atom/ns#">trees</category><category domain="http://www.blogger.com/atom/ns#">tricks</category><category domain="http://www.blogger.com/atom/ns#">Tutorials</category><title>Render trees fast!</title><atom:summary type="text">Ever wondered why opacity mapped multi-layered trees were slow in rendering when using GI? Well here is a quick workaround on getting those trees to render about 4 or 5 times faster with full GI.The image below shows an opacity mapped tree with standard Max materials and full GI and area shadows.The image below shows the same tree with the same material, but with filtering set to none in the </atom:summary><link>http://brazil-rs.blogspot.com/2008/12/render-trees-fast.html</link><author>noreply@blogger.com (Michiel Quist)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZbdfsJysdqKVnASDJ2H1k0qx5uT9CixzpfB8UfoCyAlUtxHXEw7-d8gLc8m6-HKV_apYJqdyEL8o8zt1rov81jdLJIAZfB44Cmpk3roWelC2SEr9dD4eofj9R36M_rzjyNq3TnNbvigY/s72-c/standard.jpg" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-8780847423881626655</guid><pubDate>Wed, 03 Dec 2008 20:30:00 +0000</pubDate><atom:updated>2008-12-03T12:33:14.352-08:00</atom:updated><title>Rhino Tip - saving z-buffer data</title><atom:summary type="text">This works differently than it does in the 3ds Max verion, and it just came up in the Rhino newsgroup, so I thought it was worth a mention here:Question:   Is there a way for Brazil to make an output of a depth map to use it withDOF pro?Answer:  Once you&#39;ve rendered, switch to &quot;Z buffer&quot; mode in the render window.  Youcan now press the &quot;Save&quot; button to save it.</atom:summary><link>http://brazil-rs.blogspot.com/2008/12/rhino-tip-saving-z-buffer-data.html</link><author>noreply@blogger.com (Captain Video!)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-2864783778613383011</guid><pubDate>Thu, 20 Nov 2008 23:19:00 +0000</pubDate><atom:updated>2008-11-20T16:16:20.904-08:00</atom:updated><title>Brazil Materials DVD - From Gnomon</title><atom:summary type="text">From Sebastien Chort (aka Zeb), and produced by Gnomon.Here&#39;s some sample images [1][2], and some sample materials [1][2][3][4][5]!I haven&#39;t seen the dvd yet, but it looks cool and it sounds like the included material library alone is well worth the cost -- 100 materials and 150 tileable textures.....   And in other news:  The BlurBeta plugins for 3ds Max 2009 are posted up at SplutterFish.com!!!</atom:summary><link>http://brazil-rs.blogspot.com/2008/11/brazil-materials-dvd-from-gnomon.html</link><author>noreply@blogger.com (Captain Video!)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEih1ooWsqNzsKQQPcsc7by9gFQIpbat__GozmbBm7N8aUiUmbjJ4dkqfHEzk5dJQgjkNmtthwPOxps_nXvi_wHBaDjwFdndXEW_7DG1lds06JtIfsmehWGYM5MD2gFgJvPMD4ADbBkXpDz0/s72-c/screen-capture-5.png" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-4303075369025841384</guid><pubDate>Fri, 31 Oct 2008 19:44:00 +0000</pubDate><atom:updated>2008-10-31T13:29:32.746-07:00</atom:updated><title>Happy Halloween from SplutterFish - BOO</title><atom:summary type="text">Double, double toil and trouble; Fire burn, and cauldron bubble.A new look at SplutterFish.com and 25% of off Brazil by using the coupon-code, &quot;BOO&quot; !Also -- Free training videos from MentalBoutMax and SplutterFish, available here.</atom:summary><link>http://brazil-rs.blogspot.com/2008/10/happy-halloween-from-splutterfish.html</link><author>noreply@blogger.com (Captain Video!)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj78cEm-OFoyBBJW1bPB-TC2tRle1kTe0IJM9uJznqsw8qGEfY04_UhQS6eKf5Q1anK53xJ8OKcdswYyhE8JmoQImtYAh-11-klk1wtZ_EZIMCpDR1_lsXhc5aQrxgUznyzegcF39NCVaUY/s72-c/woosh_hw.jpg" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-3666592372551850640</guid><pubDate>Mon, 20 Oct 2008 22:25:00 +0000</pubDate><atom:updated>2008-10-20T15:31:04.535-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Concepts</category><category domain="http://www.blogger.com/atom/ns#">Tutorials</category><title>New Tutorial -- Render-Cache with Auto Occlusion</title><atom:summary type="text">New Brazil tutorial From McNeel.com -- This one&#39;s Rhino specific, but the same principles apply to Brazil in 3ds Max.  This well written tutorial does a nice high-level job of covering how Auto Occlusion works.</atom:summary><link>http://brazil-rs.blogspot.com/2008/10/new-tutorial-render-cache-with-auto.html</link><author>noreply@blogger.com (Captain Video!)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLZOa7UTv2FAGsQJHSpttkLqokioQMIQm0BA76S1RbqiSplOuv3P6rYqWBGVi_8EQa2-CtuWtMHXjVIjrJJFRr0SeUBX_1tAEC6rpXrCDhbqsEguSlgy6RoLAGj1J-9VmUdyyoTpO2YikG/s72-c/screen-capture-2.png" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-9126082903233330391</guid><pubDate>Fri, 19 Sep 2008 19:12:00 +0000</pubDate><atom:updated>2008-09-19T12:32:02.649-07:00</atom:updated><title>The Ghost of Ghost Challenge!</title><atom:summary type="text">Remember &quot;Ghost&quot;?  For those of you that maybe weren&#39;t here when all this GI and &quot;production raytracing&quot; in 3ds Max stuff really started, back in the year 2000, Ghost was the code name of the old pre-alpha versions of Brazil r/s -- Ghost was the first of this new breed of renderer on the scene, was freely available, and the images that 3ds Max artists were suddenly producing rocked the rendering </atom:summary><link>http://brazil-rs.blogspot.com/2008/09/ghost-of-ghost-challenge.html</link><author>noreply@blogger.com (Captain Video!)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDgiu_fofK2xBqs_KWZoOquVD22ryWsapV-YuncFa2s6EgyDRcxI8bCSyWOzHX3DqgclNytftRefivh9g27egx5htrV6TrWd-8ijsBemup_Y6TaMlXiX6sAeeiFcHZJ37W4qGpZjA0nw6O/s72-c/Ghost_02_big_cropped.jpg" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-62846771683096179</guid><pubDate>Mon, 04 Aug 2008 20:57:00 +0000</pubDate><atom:updated>2008-12-08T15:26:49.121-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Concepts</category><title>&quot;bright needs dark to compliment it&quot;</title><atom:summary type="text">Another set of examples by Paul Sherstobitoff.  [here]I like the different environments that you can see in these images, and how they affect and compliment the different material setups.</atom:summary><link>http://brazil-rs.blogspot.com/2008/08/bright-needs-dark-to-compliment-it.html</link><author>noreply@blogger.com (Captain Video!)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfvln4wHgW04bWEtaUTlTlzMfMqu-DuDuoLoYftcjhSJOenlEaemr_awt57Bam0qz09LLIvRt9lvesxjGiBgLrpZOD7GIJM5IUx7PV0JH2kiWu8dYn1QjicL6nXkqlGbvW0MtkElXPi4L-/s72-c/Midnight_Blue.jpg" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-7415920993256073619</guid><pubDate>Mon, 21 Jul 2008 18:56:00 +0000</pubDate><atom:updated>2008-12-08T15:26:49.265-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Concepts</category><category domain="http://www.blogger.com/atom/ns#">Tutorials</category><title>Procedural Marble</title><atom:summary type="text">This is a Brazil for Rhino tutorial, but it&#39;s got a great conceptual breakdown of the process Brazillian, Paul Sherstobitoff uses to create a really nice looking procedural marble:  [here]</atom:summary><link>http://brazil-rs.blogspot.com/2008/07/procedural-marble.html</link><author>noreply@blogger.com (Captain Video!)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjp7qUqEN5mshaqpdV5FZ4YBnlIHjPhTE3RJNb6e-BlnDsfkID2yVz8MVCuDzWkEUuoKQTVuFuAjYDi6gp7Zd79tCg7OJV7R7zhuS6zYVPJaiuzRWJmhdfM0ZIxjqMRxTkjB0xVaALf7MQi/s72-c/Marbled.jpg" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-1729298434155600757</guid><pubDate>Thu, 17 Jul 2008 21:06:00 +0000</pubDate><atom:updated>2008-12-08T15:26:51.390-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">tips</category><category domain="http://www.blogger.com/atom/ns#">Tutorials</category><title>Making Grass with Displacements in Brazil r/s</title><atom:summary type="text">...What options do we currently have?  For those who are doing ArchViz in Brazil 2, this is a common question. I have seen some nice work using displaced grasses in other renders, so I decided to spend some time exploring different techniques for getting similar results using the currently available versions of Brazil.Within Brazil r/s, there are two different ways to make displaced grass:First </atom:summary><link>http://brazil-rs.blogspot.com/2008/07/making-grass-with-displacements-in.html</link><author>noreply@blogger.com (Captain Video!)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyic1dcPUcn0iaDbaqw52KA5MyQsyqwQ8azGBttO1MJO4nc2nzrfvvQbyq4Kg_LSh11tHVuy2uOA7WPrGb85KAHmJ_V-gcrYTfmlVPODzT6pYh7mKSDQptu1WyeRw-II3vYJnLkTUc1yE/s72-c/dispF.jpg" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-3151346750943141940</guid><pubDate>Wed, 16 Jul 2008 19:14:00 +0000</pubDate><atom:updated>2008-12-08T15:26:51.544-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Show off</category><title>Aren&#39;t computers cool?</title><atom:summary type="text">Here&#39;s an image rendered by David Rutten in Brazil for Rhino:&quot;A little trick, the geometry looks fine in reflection and casts proper shadows. Only Primary Camera rays have been fooled.&quot;Too cool not to share.Next: building grass with B2 displacements</atom:summary><link>http://brazil-rs.blogspot.com/2008/07/arent-computers-cool.html</link><author>noreply@blogger.com (Captain Video!)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOfBXS1hkF3nzaVPfYC7FLNUcbH7JY8dW2v5HOMxaHoJgKepnAT4_QNVrXcsnB6XEqj6Td7FeoUXU4NjWNXgG3KlL7koIq7GHq_2V6aMAlvLw80X-MiEub1MAtJTPHg_EaPd05TwNlkVOa/s72-c/ZBuffersGoneWrong.png" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-3540877865417760729</guid><pubDate>Tue, 08 Jul 2008 20:45:00 +0000</pubDate><atom:updated>2008-07-08T13:50:28.551-07:00</atom:updated><title>Brazil &quot;Rio&quot; video tutorial</title><atom:summary type="text">Here&#39;s a new video tutorial posted by fellow blogsite: Mental &#39;Bout Max.    It&#39;s only covering reflection in the B2 Advanced Material, but it has a nice conceptual overview of that strange &quot;Kr&quot; in there :)</atom:summary><link>http://brazil-rs.blogspot.com/2008/07/brazil-rio-video-tutorial.html</link><author>noreply@blogger.com (Captain Video!)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-5937439259751305778</guid><pubDate>Thu, 29 May 2008 23:15:00 +0000</pubDate><atom:updated>2008-12-08T15:26:51.640-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Rio</category><title>Brazil r/s &quot;Rio&quot; - Available Now!</title><atom:summary type="text">The free-for-use version of Brazil r/s, aka &quot;Rio&quot; is finally here!The big differences between this and the previous versions of Rio is that this is based on Brazil r/s V2.x&#39;s Pro-Beta version, and is less &quot;limited&quot; than the previous Rio:  In this one, the res limit has been increased and the EULA doesn&#39;t say non-commercial-use-only anymore. Rio will work for trying or sharing materials from the </atom:summary><link>http://brazil-rs.blogspot.com/2008/05/brazil-rs-rio-available-now.html</link><author>noreply@blogger.com (Captain Video!)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2DpRwRN_mYd4FuNVHy2HcvFbQlGvMsz2QcYG7g5U5dQUJrMAt69vnMILE_NFPhyphenhyphenCrOXWmc9ZCAk_J4KoQXZFPl_n19s9gxDNwHDBVW7ln5kOsxcboZcReO07G9mvTxiuFE0O_zUBx0vd8/s72-c/download_rio.png" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-7551540286539158302</guid><pubDate>Wed, 14 May 2008 19:31:00 +0000</pubDate><atom:updated>2008-05-14T15:51:55.108-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">rhino</category><title>Rhino Beta -- last chance?</title><atom:summary type="text">Here&#39;s something from the rumor-mill:  It&#39;s looking like beta testing (free to registered rhino 4 users) may be nearing completion, so now might be the time to get a look at it, in a near complete state, before McNeel and co. close the beta!</atom:summary><link>http://brazil-rs.blogspot.com/2008/05/rhino-beta-last-chance.html</link><author>noreply@blogger.com (Captain Video!)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-5281201762371850768</guid><pubDate>Wed, 23 Apr 2008 19:59:00 +0000</pubDate><atom:updated>2008-12-08T15:26:52.587-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Concepts</category><title>DomeLight vs. SkyLight</title><atom:summary type="text">&quot;[Dome light] does have a slightly different look to the skylight and I was wondering what the difference was, as on the surface they seem to be doing the same thing.&quot;The main difference is usually the use of the Render Cache. The DomeLight does not work with the Render Cache yet, which Sky Light does. As the Render Cache tends to blend the samples together over a greater area, that&#39;s usually the</atom:summary><link>http://brazil-rs.blogspot.com/2008/04/domelight-vs-skylight.html</link><author>noreply@blogger.com (Captain Video!)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUegY4hKsePycEW7J2ps4xpUJzWqRwhwijB1_ajQ2DqAS5jEoJB_FwWAGRpcvmHlmfSM_iECsC0-b4GOG5dugwTYgkRjPlKAgrNFXpSUEXlzd5Vifyr2w10unjQgRAXbAE1hFJGgBa-1lN/s72-c/skylight_vs_domelight_-_skylight_rendercache.jpg" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-5793368392827785076</guid><pubDate>Tue, 08 Apr 2008 21:58:00 +0000</pubDate><atom:updated>2008-12-08T15:26:52.699-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Tutorials</category><title>Brazil 2 &quot;Linear Workflow&quot; in zero words or less.</title><atom:summary type="text">I just saw this on the SplutterFish forums and got a kick out of it.  Image courtesy of zemmuone.  :)</atom:summary><link>http://brazil-rs.blogspot.com/2008/04/linear-workflow-in-zero-words-or-less.html</link><author>noreply@blogger.com (Captain Video!)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlV5q0U-4uGlXX__qFQGXVq8TMJpH2FVZmoIpJO0XAiozPGVYyWD03F6Qa-bsdEn6Dx6SsBMbeIN2w4hHUS6T4HBs9emtXeNWvaJnxHmjZj2mLQ0jbXrVR5DalsLMl_u-HTPBvs0JLRy7s/s72-c/linearworkflow.jpg" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-638028467118890576</guid><pubDate>Mon, 31 Mar 2008 20:58:00 +0000</pubDate><atom:updated>2008-12-08T15:26:56.949-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Tutorials</category><title>Resin Domed Decals in Brazil r/s V2</title><atom:summary type="text">A friend of mine asked me if I could make a &quot;resin dome&quot; type sticker in 3d. The picture below is an example of the kind of sticker I want to create.      Here is start scene made in 3ds MAX8.         *start.max*                                                      Start sceneIf you open it, you should see a simple scene with a camera and 2 objects. The top of the object is made from a loft, as I</atom:summary><link>http://brazil-rs.blogspot.com/2008/03/resin-domed-decals-in-brazil-rs-v2.html</link><author>noreply@blogger.com (Captain Video!)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUvRh-66q-z4K_EbHC4l0AnRPo8KCgElGdDZ8QKVghfo4xl2XPGKwwPd6PMS5CZoa02lFjarJovpNifUg8UUoRk-MuYSyayfFCY7-hkIivxirKu2O0b5s1e-QQqBlY6-NM0W5PV2PAunE/s72-c/foto.JPG" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-6589948387066544659</guid><pubDate>Sat, 29 Mar 2008 01:43:00 +0000</pubDate><atom:updated>2008-03-28T18:47:15.992-07:00</atom:updated><title>um....</title><atom:summary type="text">So, yeah... a couple days back I said I was gonna post a new tutorial...  About 15 mins after posting that, the dc jack on the back of my laptop melted into a stinky, smokey, blackish, gooey mess in the back of my computer.  Fun!So -- just getting a new lappy together now and will get that post up as soon as I can... and oh yeah, One more thing -- I&#39;ve now drank the cool-aid and have decided on a</atom:summary><link>http://brazil-rs.blogspot.com/2008/03/um.html</link><author>noreply@blogger.com (Captain Video!)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-2510510632710647145</guid><pubDate>Mon, 24 Mar 2008 19:23:00 +0000</pubDate><atom:updated>2008-12-08T15:26:57.203-08:00</atom:updated><title>Un-Toon</title><atom:summary type="text">Off topic, but wow.I&#39;ve got a lot on my plate for today, but I&#39;m hoping to get through editing and posting a new tutorial from Pavel for tomorrow.</atom:summary><link>http://brazil-rs.blogspot.com/2008/03/un-toon.html</link><author>noreply@blogger.com (Captain Video!)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIzV8lbuomwjsRvh0drULFFz_xs0z1M0LW7ThlO5D1EdrR9XFRi1swIun8oQcY7MHZXPKtbp6XluQ8URUfQ9SojT3lk__iwZCRKxD638jq78OlRSWxmIpQ9n9kiqxJhKvfdE96jf4Ypxbl/s72-c/realhomer.jpg" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-657945385664064970</guid><pubDate>Fri, 14 Mar 2008 21:52:00 +0000</pubDate><atom:updated>2008-12-08T15:26:58.346-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Diversions</category><category domain="http://www.blogger.com/atom/ns#">Observation</category><title>Friday Diversions</title><atom:summary type="text">3D World recently published the first official &quot;review&quot; of Brazil r/s v2.0. The problem though, is that it wasn&#39;t a straight-up review, it was primarily a comparison between Brazil 2 and V-Ray 1.5. At SplutterFish we were really looking forward to this review -- Brazil 2 is really a great improvement over Brazil 1 -- we knew that and we didn&#39;t think that a straight review would see anything but </atom:summary><link>http://brazil-rs.blogspot.com/2008/03/friday-diversions.html</link><author>noreply@blogger.com (Captain Video!)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2yIhWOoF80wUQsLXh35QImJkhEuGwSfIc-Mn0vKsglqpDIEWse57gcPmQLNmY9VYjWruz8qi4LjWlhouGdfHX03R8CK3mkmrZ4LH6ZMaZm006CrBFwOdeu11uguaNxgiBDEnWvA9htDHs/s72-c/flags.jpg" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-4199045727829436466</guid><pubDate>Thu, 21 Feb 2008 20:45:00 +0000</pubDate><atom:updated>2008-02-21T12:47:18.753-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Diversions</category><category domain="http://www.blogger.com/atom/ns#">rhino</category><title>Brazil for Rhino -- Wax shader</title><atom:summary type="text">Posted a month ago -- just ran across it on youtube.</atom:summary><link>http://brazil-rs.blogspot.com/2008/02/brazil-for-rhino-wax-shader.html</link><author>noreply@blogger.com (Captain Video!)</author></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-1937105904393090569</guid><pubDate>Tue, 19 Feb 2008 21:17:00 +0000</pubDate><atom:updated>2008-12-08T15:26:58.895-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Tutorials</category><title>Caustics in Brazil r/s Tutorial Appendix</title><atom:summary type="text">In this short Appendix to &quot;Tutorial: Rendering Caustics  in Brazil r/s&quot; I will make a simple demonstration of how caustics are generated by different basic geometries. I hope that some of you will find it useful and also it will save you some time on your own projects. Scene settings are the same as in my caustics tutorial with the teapot. I also attempted to use different sizes and positions for</atom:summary><link>http://brazil-rs.blogspot.com/2008/02/caustics-in-brazil-rs-tutorial-appendix.html</link><author>noreply@blogger.com (Captain Video!)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMJY8sgzr0TYtYGLV-gVKhRbyTXUE2ejqBdAVkkdFpaTo-U7WVvgAgA3iX0PuPaKsPXdC42fSop8zaavEj4nQNk_UcUZdHo0npY3xfNYoeLKZrappQ-px2dG_Idbp6FQ2GeOKjwEcdZCY/s72-c/spcaustics.jpg" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-2119859422846439622</guid><pubDate>Mon, 11 Feb 2008 22:02:00 +0000</pubDate><atom:updated>2008-12-08T15:26:59.126-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Tutorials</category><title>Tutorial: Making of Lamborghini Gallerdo</title><atom:summary type="text">Here&#39;s a nice Brazil 1 tutorial by Simon Nutall (Iconized).  It covers the whole look-dev process and includes the construction of the model, some good observations, and texturing and setting up the materials.It&#39;s nearly a two years old, but something bumped it&#39;s rss feed so google alerts just picked it up yesterday.</atom:summary><link>http://brazil-rs.blogspot.com/2008/02/tutorial-making-of-lamborghini-gallerdo.html</link><author>noreply@blogger.com (Captain Video!)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1wxROLqR3QiIwCO2atzFjUGZUv8j7Uc8e7mshVOfjNbKgcboz4uUhxIFbFAQL_CT0kqQo-lQWIcspxak4ZZSP_reqPJGRpSkgiQP8QLU_3sc-RTmMCS4U0QHbigrFKptkQlihM5hqqECN/s72-c/tail_cls.jpg" height="72" width="72"/></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8873347759213403887.post-2827842348775325456</guid><pubDate>Wed, 06 Feb 2008 07:45:00 +0000</pubDate><atom:updated>2008-12-08T15:27:00.211-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">tips</category><category domain="http://www.blogger.com/atom/ns#">tricks</category><category domain="http://www.blogger.com/atom/ns#">Tutorials</category><title>A few speed tips and tricks: Glossy materials, Lot of lights</title><atom:summary type="text">I usually do interior renderings. This means that I use a lot all the cpu-killing bells and whistles available: glossy materials, area shadows, ies lights, GI etc. I have to render at 4k size or even more, so, in order to keep rendertimes as low as possible, I&#39;ve learned to use a few tips.Glossy materialsAlmost every material, in real life, is both reflective and bumpy. Obviously some material&#39;s </atom:summary><link>http://brazil-rs.blogspot.com/2008/02/few-speed-tips-and-tricks-glossy.html</link><author>noreply@blogger.com (zemmuonne)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhE4m9EW0pvfYWDC1MSPFUX8Uaqj_9EKcaWyHgzeURReUu11ZlcsQTQCHgMKObFaKPM0GKHmxavBlGBlA8IFEXjx_cZWlebOjUj09oJLTw5eDln4w0Z44QvArZeRUMWxyzXgJgIbGcyPqQ/s72-c/Max_Error_Comparison.jpg" height="72" width="72"/></item></channel></rss>