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	<title>WorldViz Knowledge Base &#187; lighting</title>
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		<title>PBR Workflow: Tools, Resources and Additional Reading</title>
		<link>https://kb.worldviz.com/articles/3076?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=pbr-workflow-tools-resources-and-additional-reading</link>
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		<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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		<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: Saving HDR Cube Maps From Inspector</title>
		<link>https://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>https://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>
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		<category><![CDATA[gltf]]></category>
		<category><![CDATA[ibl]]></category>
		<category><![CDATA[image based lighting]]></category>
		<category><![CDATA[Inspector]]></category>
		<category><![CDATA[lighting]]></category>
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		<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>https://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>https://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>
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		<category><![CDATA[baking]]></category>
		<category><![CDATA[lighting]]></category>

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		<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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