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	<title>WorldViz Knowledge Base &#187; Materials</title>
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	<description>Virtual Reality Software</description>
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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>
		<category><![CDATA[materials]]></category>
		<category><![CDATA[pbr]]></category>
		<category><![CDATA[shaders]]></category>
		<category><![CDATA[theory]]></category>
		<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>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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		<slash:comments>0</slash:comments>
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		<item>
		<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>Skydomes and the OSG Background Map Export Setting</title>
		<link>http://kb.worldviz.com/articles/2490?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=skydomes-and-the-background-map-export-setting</link>
		<comments>http://kb.worldviz.com/articles/2490#comments</comments>
		<pubDate>Sun, 30 Jul 2017 05:03:59 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[artflow]]></category>
		<category><![CDATA[background map]]></category>
		<category><![CDATA[material]]></category>
		<category><![CDATA[OSG]]></category>
		<category><![CDATA[sky]]></category>
		<category><![CDATA[skydome]]></category>
		<category><![CDATA[texture]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=2490</guid>
		<description><![CDATA[Many scenes benefit from having a skydome in the background - an image of a sky that replaces the flat background color of a scene. The easiest way to do this with an OSG Export is to take advantage of the exporter's "Background Map" feature. This feature automatically generates an infinitely distant skydome that will [&#8230;]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>What is&#8230; Textures.com?</title>
		<link>http://kb.worldviz.com/articles/2357?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=what-is-textures-com</link>
		<comments>http://kb.worldviz.com/articles/2357#comments</comments>
		<pubDate>Thu, 06 Jul 2017 23:50:36 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[What Is ... ?]]></category>
		<category><![CDATA[material]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[stock resources]]></category>
		<category><![CDATA[texture]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=2357</guid>
		<description><![CDATA[Textures.com, formerly CGTextures.com, is a subscription based stock resource website for texture maps. Depending on the subscription level, the user has a certain number of credits per month to use on textures. There is also a free option with a small number of credits that regenerate on a daily basis. The textures are royalty free [&#8230;]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>What is&#8230; Crazybump?</title>
		<link>http://kb.worldviz.com/articles/2161?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=what-is-crazybump</link>
		<comments>http://kb.worldviz.com/articles/2161#comments</comments>
		<pubDate>Tue, 02 May 2017 21:24:10 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[What Is ... ?]]></category>
		<category><![CDATA[Bitmap2Material]]></category>
		<category><![CDATA[content creation]]></category>
		<category><![CDATA[crazybump]]></category>
		<category><![CDATA[normal map]]></category>
		<category><![CDATA[specular map]]></category>
		<category><![CDATA[tool]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=2161</guid>
		<description><![CDATA[Crazybump is a tool that analyzes a source texture such as a diffuse map and attempts to generate additional supplementary maps based on that analysis. It has been in use by numerous professionals in 3d graphics since its beta was first released in 2007. Crazybump is especially useful for generating tangent space normal maps, but [&#8230;]]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Creating a toon effect in 3ds Max</title>
		<link>http://kb.worldviz.com/articles/1174?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=creating-a-toon-effect-in-3ds-max</link>
		<comments>http://kb.worldviz.com/articles/1174#comments</comments>
		<pubDate>Mon, 06 Jul 2009 21:28:51 +0000</pubDate>
		<dc:creator><![CDATA[farshid]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[3ds Max]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=1174</guid>
		<description><![CDATA[Watch the video tutorial in this article to learn how to add a black border around a model in 3ds Max, giving it a toon-like appearance.   With just a couple short steps you'll be able to add the same effect to your own models.]]></description>
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		<slash:comments>0</slash:comments>
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