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	<title>Vidar Rapp &#187; mental ray</title>
	<atom:link href="http://www.vidarrapp.se/tag/mental-ray/feed/" rel="self" type="application/rss+xml" />
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	<description>Character Artist</description>
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		<title>Mental Ray &#8211; skin shading</title>
		<link>http://www.vidarrapp.se/2008/05/08/metal-ray-secrets/</link>
		<comments>http://www.vidarrapp.se/2008/05/08/metal-ray-secrets/#comments</comments>
		<pubDate>Thu, 08 May 2008 07:30:37 +0000</pubDate>
		<dc:creator>Vidar Rapp</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mental ray]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[skin shading]]></category>

		<guid isPermaLink="false">http://www.vidarrapp.se/?p=361</guid>
		<description><![CDATA[I've been doing a lot of rendering at work lately, and I figurered I could share some of what I've learned as well as some old tricks.

]]></description>
			<content:encoded><![CDATA[<p><span style="font-weight: bold;"><a href="http://www.vidarrapp.se/2008/05/08/metal-ray-secrets/"><img class="size-thumbnail wp-image-363 alignleft" src="http://www.vidarrapp.se/wp-content/misss_fastskin2mia_material-150x150.jpg" alt="Using mia_material together with misss_fast_skin shader." width="150" height="150" /></a></p>
<p>Better skin with the mia_material</span><br />
By combining the blurry reflections and built-in ambient occlusion of the mia_material with the layered subsurface scattering of the misss_fast_skin shader you can get great looking skin while maintaining artistic control.</p>
<p><span id="more-361"></span></p>
<p>If you want to archive this, begin by setting the specular weight of your misss_fast_skin-node to 0. Also set your diffuse weight on your mia_material to 0. Then connect your misss_fast_skin-node to the Additional Color-input on your mia_material. This way you have all your diffuse component coming from the misss_fast_skin-node and all of the specular component of the mia_material.</p>
<p>What you then want to do is to connect the misss_fast_lmap to the Light Map Shader slot of the mia_material&#8217;s Shading Group. Simply drag and drop the misss_fast_lmap into the slot (with the middle mouse button). Your shading network should look like below.</p>
<p><a href="http://www.vidarrapp.se/wp-content/misss_fastskin2mia_material.jpg" rel="lightbox-361"><img class="alignnone size-full wp-image-363" title="misss_fastskin2mia_material" src="http://www.vidarrapp.se/wp-content/misss_fastskin2mia_material.jpg" alt="Using mia_material together with misss_fast_skin shader." width="500" height="318" /></a></p>
<p><em>example: Connecting the lightmap-shader to the mia_material&#8217;s Shading Group. </em></p>
<p>Don&#8217;t forget you still have to feed a writable 32bit mentalrayTexture to the misss_fast_lmap and connect that texture to the lightmap input on the misss_fast_skin-node.</p>
<p><span style="font-weight: bold;">Using normal and bump maps with the mia_material</span><br />
Sadly, in maya 8.5, assigning a bump map to the mia_material can be quite troublesome, the documentation suggests a lenghty arrangement of nodes that I at first could make no sense of.</p>
<p>However I found a quick (and dirty) solution which involves borrowing the misss_set_normal-node from the misss-shaders. Just connect a misss_set_normal-node to the bump-slot of the mia_material and then connect a bump2d-node to the normal-input on the misss_set_normal-node. This way you can easily connect a file texture to your bump2d-node. A greyscale bump-map or even a tangentspace normal map will both work fine this way.</p>
<p><a href="http://www.vidarrapp.se/wp-content/normal2miamat.jpg" rel="lightbox-361"><img class="alignnone size-full wp-image-362" title="normal2miamat" src="http://www.vidarrapp.se/wp-content/normal2miamat.jpg" alt="Connect normal map to mia_material" width="500" height="136" /></a></p>
<p><em>example: normal-map connected to mia_material through bump2d and misss_set_normal node.</em></p>
<p>In later articles I will discuss:</p>
<p><strong>Making more use of the mia_material</strong><br />
Getting into the nitty gritty of metal IOR&#8217;s, colored reflections and reflection curves. And much more</p>
<p><strong>Using the mr physical sun &amp; sky</strong><br />
How to light your scene with a full dynamic range and render to an High Dynamic Range (HDR) Image and how to avoid common problems, such as using textures with a low dynamic range in your scene.</p>
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