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      <title>VEPT20001 3D Matchmoving &amp; Rig Removal by Aiden Wheat</title>
      <link>https://padlet.com/AidenDZN/o3m256a1m8cr</link>
      <description></description>
      <language>en-us</language>
      <pubDate>2019-03-26 18:50:20 UTC</pubDate>
      <lastBuildDate>2019-03-26 19:54:07 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
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         <title>Autodesk MayatoNuke Render Passes [Arbitrary Output Variables]</title>
         <author>AidenDZN</author>
         <link>https://padlet.com/AidenDZN/o3m256a1m8cr/wish/345423781</link>
         <description><![CDATA[<div>1. Navigate to render settings &gt; Arnold &gt; AOV's &gt; Add custom ID passes: ID_Red / ID_Blue / ID_Green<br>2. Select geometry &gt; apply Arnold material attribute "aiStandardSurface" &gt; navigate to hypershade<br>3. Create node "aiUserDataColor" &gt; rename to corresponding colour &gt; connect the node to the material<br>4. Navigate to mesh material &gt; output connection &gt; AOV's &gt; ID example: ID_Blue = Blue</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-03-26 18:53:12 UTC</pubDate>
         <guid>https://padlet.com/AidenDZN/o3m256a1m8cr/wish/345423781</guid>
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      <item>
         <title>AOV&#39;s - Image</title>
         <author>AidenDZN</author>
         <link>https://padlet.com/AidenDZN/o3m256a1m8cr/wish/345443928</link>
         <description><![CDATA[<div><strong>Direct Diffuse-</strong><br>This is the Color of the object that you are rendering without any Specularity it will show gradual shadows based on lights in scene. <br><strong>Indirect Diffuse-<br></strong>This color being cast by your object on to objects nearby, be it floor of the scene or other objects or parts of the object that are close. </div><div><strong>Direct Specular-<br></strong>This is the shininess of the objet or material and appears as a grey scale render of highlights on your object. This is typically added to the Diffuse with a Plus Merge Node. </div><div><strong>Indirect Specular-<br></strong>This highlights or shiny aspects of the model on nearby areas, models or parts of the model itself. This appears identically to the Specularity but will appear on other parts of the object having bounced off your object. </div><div><strong>Refraction-<br></strong>The passage of light through an object and how it bends and moves the light rays<strong><br>Reflection-</strong></div><div>This is the reflections of objects and environments in the shiniest aspects of the your model and is visible as bright components that can be added or (+) merged on to your model. <br><strong>SSS-<br></strong>This render function looks at how light enters components of the model and bounces back out. This allows for waxy renders and can be used to mimic the way light can appear through thin areas of flesh. </div><div><br>Can be used for wax and thin plastic substances and can be driven by a <strong>SSS</strong> map where by black inhibits light transmission and white allows light through. <br><br></div><div>Grey pixels much like alpha, will allow gradients of influence. </div><div><strong><br></strong><br></div><div><strong>Shadows-<br></strong><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2019-03-26 19:47:06 UTC</pubDate>
         <guid>https://padlet.com/AidenDZN/o3m256a1m8cr/wish/345443928</guid>
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