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	<title>treyharrell.com</title>
	<link>http://www.treyharrell.com/v3</link>
	<description>Animation, VFX and freelance weblog</description>
	<lastBuildDate>Sat, 29 May 2010 13:20:43 +0000</lastBuildDate>
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		<title>Mix20Layers for Mac 64 bit (Maya 2011+)</title>
		<description><![CDATA[I&#8217;ve been extremely busy with work lately, but by popular request here&#8217;s a build of Pixero/ctrl.studio&#8217;s mix20layers for 64 bit Mac/Maya environments.
It&#8217;s pretty much the same as traditional installations, except the lib file is a .dylib now instead of an .so like it&#8217;s been historically.
The build is now on my downloads page. When I get [...]]]></description>
		<link>http://www.treyharrell.com/v3/?p=118</link>
			</item>
	<item>
		<title>Optimizing Multiple Huge Maya/Mental Ray Displacements</title>
		<description><![CDATA[Recently I&#8217;ve been working on some R&#038;D for stereo 3D environments and pipeline issues.
One big issue is that cheats that you become accustomed to in production such as projections and bump maps break in an awful lot of circumstances when viewed in stereo, so very fine displacements will come in quite handy.
Since ZBrush 3.5 (and [...]]]></description>
		<link>http://www.treyharrell.com/v3/?p=117</link>
			</item>
	<item>
		<title>Random Lighting/Shading Breakdown</title>
		<description><![CDATA[
Working on reel updates currently, but wanted to share this piece ahead of time.
http://www.treyharrell.com/downloads/PriusBreakdown-H264.mov
I tracked &#038; stabilized the background plate, then lit &#038; shaded a stock Prius model and replaced the car in the original shot. I used some photogrammetry techniques to project accurate ground reflections back onto the car, and hand-painted an HDRI skydome [...]]]></description>
		<link>http://www.treyharrell.com/v3/?p=104</link>
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		<title>th_domeAFL Mac compile</title>
		<description><![CDATA[I had a request today to put together a Mac universal compile of domeAFL. Since I had to make a few tweaks to get it building properly under OS X 10.6 Intel, I&#8217;m sharing my build and sourcecode. Someone else out there might find this useful.
It&#8217;s a mentalray lens shader that does 180° distortion for [...]]]></description>
		<link>http://www.treyharrell.com/v3/?p=99</link>
			</item>
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		<title>Renderman for Maya / Renderman Studio displacement hints</title>
		<description><![CDATA[I&#8217;m about a month into using Renderman Studio v2, and I&#8217;d like to share a few random hints about how to get things working how you&#8217;d expect them to. This list is generally for people who are used to the mental ray/Maya way of doing things.
This first collection is about one of PRMan&#8217;s strongest points: [...]]]></description>
		<link>http://www.treyharrell.com/v3/?p=98</link>
			</item>
	<item>
		<title>It might be love&#8230;</title>
		<description><![CDATA[As cool as mental ray is, when interacting with it through Maya one often feels like they&#8217;re on the wrong end of an abusive relationship.
To speak plainly, integration and workflow sucks, and once the honeymoon wears off with the bells and whistles (&#8221;Car paint! Cool! SSS! Cool! Arch Materials! Cool!&#8221;) you come to realize that [...]]]></description>
		<link>http://www.treyharrell.com/v3/?p=96</link>
			</item>
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		<title>Video Tutorial: Recreating a damaged sculpt and texturing in ZBrush with New Topology &#038; UVs</title>
		<description><![CDATA[I think most people that have used ZBrush have gotten something really cool (or at least promising) sculpted out, and had either lower levels of subdivision get corrupt, or have your geometry get mangled&#8230; either through a crappy basemesh that you used to get up and running quickly, or invisible bad topology on a mesh [...]]]></description>
		<link>http://www.treyharrell.com/v3/?p=91</link>
			</item>
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		<title>Still Gallery Updated</title>
		<description><![CDATA[My 3D Still gallery has been updated with a few more recent images. Included in the updates are another coffee fix that was a test for a new lighting rig that I&#8217;ve been working on, and the riveting conclusion to the Godzilla modeling series.

]]></description>
		<link>http://www.treyharrell.com/v3/?p=90</link>
			</item>
	<item>
		<title>Resynch time on WinXP (including x64) at reboot</title>
		<description><![CDATA[I love being able to triple boot Linux, MacOS X and WinXP x64 on my main Mac for 3D &#038; web development work, however Windows handles time zone offsets differently from every other OS out there &#8212; so when you reboot into Windows, you&#8217;re looking at a 4-5 hour difference (EDT currently).
Apple&#8217;s Boot Camp drivers [...]]]></description>
		<link>http://www.treyharrell.com/v3/?p=79</link>
			</item>
	<item>
		<title>Mix20Layers OS X Universal Compile</title>
		<description><![CDATA[Now available: compiled Mix20Layers for OS X Universal (modified by Jan Sandström, based on Mix8Layers by ctrl.studio).
Like the last batch of shaders, this is also available on Pixero&#8217;s site at http://www.pixero.com, under his Shaders -> Mental Ray area. The universal .so is contained within the standalone shader package toward the bottom of the page.
Big thanks [...]]]></description>
		<link>http://www.treyharrell.com/v3/?p=78</link>
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