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	<title>WorldViz Knowledge Base &#187; Lighting</title>
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		<title>PBR Workflow: Reflecting a Scene with Physically Based Rendering</title>
		<link>http://kb.worldviz.com/articles/3347?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=preparing-reflections-from-a-scene-for-pbr</link>
		<comments>http://kb.worldviz.com/articles/3347#comments</comments>
		<pubDate>Tue, 26 Nov 2019 19:47:45 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[PBR / Physically Based Rendering]]></category>
		<category><![CDATA[Shaders]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=3347</guid>
		<description><![CDATA[This article applies to environment exported as GLTF to allow the use of its realtime lighting. For fully baked scenes both the ambient and specular reflections can be produced from the scene itself. Environment Maps There are a few options other than Lys. The two main free ones to look at are Modified CubeMapGen and IBL Baker. Both have [&#8230;]]]></description>
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		<title>PBR Workflow: Tools, Resources and Additional Reading</title>
		<link>http://kb.worldviz.com/articles/3076?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=pbr-workflow-tools-resources-and-additional-reading</link>
		<comments>http://kb.worldviz.com/articles/3076#comments</comments>
		<pubDate>Wed, 08 Aug 2018 06:25:12 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[PBR / Physically Based Rendering]]></category>
		<category><![CDATA[Shaders]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[lighting]]></category>
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		<category><![CDATA[pbr]]></category>
		<category><![CDATA[shaders]]></category>
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		<category><![CDATA[tools]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=3076</guid>
		<description><![CDATA[An Industry-Wide Revolution The addition of physically based rendering to WorldViz products brings us into the fold of an industry-wide revolution in artist workflows. Physically based rendering has a few new concepts and methods compared to older methods, as well as some amazing new capabilities that simplify artist workflows an make sure that once an [&#8230;]]]></description>
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		<title>PBR Workflow: Processing HDRs for Image based Lighting With Lys</title>
		<link>http://kb.worldviz.com/articles/2923?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=pbr-workflow-processing-hdrs-for-image-based-lighting-in-lys</link>
		<comments>http://kb.worldviz.com/articles/2923#comments</comments>
		<pubDate>Tue, 07 Aug 2018 09:00:09 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[PBR / Physically Based Rendering]]></category>
		<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=2923</guid>
		<description><![CDATA[A Tool for Processing HDR Images for Image Based Lighting Image based lighting can use 8 bit images, but requires true HDRI cube map to get the best results. Once you have on in hand, you'll need a way to process it. First you'll need a copy of Lys from Knald Technologies. Freeware tools also [&#8230;]]]></description>
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		<title>PBR Workflow: Saving HDR Cube Maps From Inspector</title>
		<link>http://kb.worldviz.com/articles/2925?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=pbr-workflow-saving-an-hdr-cube-maps-from-inspector</link>
		<comments>http://kb.worldviz.com/articles/2925#comments</comments>
		<pubDate>Tue, 07 Aug 2018 01:20:22 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[PBR / Physically Based Rendering]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[gltf]]></category>
		<category><![CDATA[ibl]]></category>
		<category><![CDATA[image based lighting]]></category>
		<category><![CDATA[Inspector]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[pbr]]></category>
		<category><![CDATA[physically based rendering]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=2925</guid>
		<description><![CDATA[Welcome to Inspector R6 If you've been working with WorldViz products for a while, you may already be aware of our visual editor, Inspector. Inspector allows for the inspection and manipulation of scenes, setting up realtime lighting, particle effects, Level of Detail nodes, and various other options. New to Inspector in Vizard 6 is the [&#8230;]]]></description>
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		<title>Baking Lighting in 3ds Max: A General Overview, Part 2</title>
		<link>http://kb.worldviz.com/articles/2864?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=baking-in-3ds-max-a-general-overview-part-2</link>
		<comments>http://kb.worldviz.com/articles/2864#comments</comments>
		<pubDate>Sat, 09 Dec 2017 00:27:33 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[artflow]]></category>
		<category><![CDATA[baking]]></category>
		<category><![CDATA[lighting]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=2864</guid>
		<description><![CDATA[Baking in Max can be a daunting process. Last time, in Part 1 we talked about what you need to get started, options for renderers, a few of the different kinds of bakes you can do, plus how and why to do test renders. Part 2 This time, in Part 2, we go into the [&#8230;]]]></description>
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		<title>Baking Lighting in 3ds Max: A General Overview, Part 1</title>
		<link>http://kb.worldviz.com/articles/2686?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=baking-in-3ds-max-a-general-overview-part-1</link>
		<comments>http://kb.worldviz.com/articles/2686#comments</comments>
		<pubDate>Sat, 09 Dec 2017 00:15:17 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[artflow]]></category>
		<category><![CDATA[render to texture]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=2686</guid>
		<description><![CDATA[Baking in Max can be a daunting process. There are numerous choices, and it may be unclear what is going to give the ideal results. This guide gives a general overview of the process to take your work from an unbaked model to final baked scene. Part 1 In this first section, we talk about [&#8230;]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>How to&#8230; Work With Realtime Shadow-Casting Lights in Inspector</title>
		<link>http://kb.worldviz.com/articles/2321?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=how-to-work-with-realtime-shadow-casting-lights-in-inspector</link>
		<comments>http://kb.worldviz.com/articles/2321#comments</comments>
		<pubDate>Mon, 08 May 2017 21:15:29 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Inspector]]></category>
		<category><![CDATA[light]]></category>
		<category><![CDATA[shadows]]></category>
		<category><![CDATA[Vizard R5]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=2321</guid>
		<description><![CDATA[Vizard R5: Adding realtime light to a scene and enabling shadows. Sample Files: Realtime Lighting.zip (7.5Mb) Starting with an unlit scene in Inspector: - First, Go to Create -> Light -> Directional Light - Then, in the properties window check the box for "Shadows" - Next, name the light node so it can be accessed [&#8230;]]]></description>
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