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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>
		<comments>https://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>PBR Workflow: Processing HDRs for Image based Lighting With Lys</title>
		<link>https://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>https://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>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>
		<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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		<slash:comments>0</slash:comments>
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		<title>Baking Lighting in 3ds Max: A General Overview, Part 1</title>
		<link>https://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>https://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>What is &#8230; PureRef?</title>
		<link>https://kb.worldviz.com/articles/2460?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=what-is-pureref</link>
		<comments>https://kb.worldviz.com/articles/2460#comments</comments>
		<pubDate>Sat, 08 Jul 2017 00:39:13 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[What Is ... ?]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[reference]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[weird artist guy]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=2460</guid>
		<description><![CDATA[Pureref is a image display program designed to streamline the display of an artist's reference images. It is simple and straightforward program that works better than just about anything else for it's intended purpose. In addition to displaying reference material, it can also be used for storyboarding. Pureref is also incredibly cheap to buy, at [&#8230;]]]></description>
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		<title>What is&#8230; Crazybump?</title>
		<link>https://kb.worldviz.com/articles/2161?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=what-is-crazybump</link>
		<comments>https://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>
		</item>
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		<title>SketchUp to Vizard</title>
		<link>https://kb.worldviz.com/articles/1413?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=sketchup-to-vizard</link>
		<comments>https://kb.worldviz.com/articles/1413#comments</comments>
		<pubDate>Sat, 11 Sep 2010 00:16:43 +0000</pubDate>
		<dc:creator><![CDATA[farshid]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Optimization]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[architecture]]></category>
		<category><![CDATA[Collada]]></category>
		<category><![CDATA[SketchUp]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=1413</guid>
		<description><![CDATA[Google SketchUp is the new 3D Design tool that has made headlines around the world.

The keyword with SketchUp is SIMPLE and the principal on which the software is based. SketchUp was created by a pair of college students who wanted 3D design and visualization software that could be used by everyone. They certainly delivered on that promise.]]></description>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>MotionBuilder Live Characters (Vizard)</title>
		<link>https://kb.worldviz.com/articles/160?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=motionbuilder-live-characters-vizard</link>
		<comments>https://kb.worldviz.com/articles/160#comments</comments>
		<pubDate>Sat, 27 Dec 2008 21:31:58 +0000</pubDate>
		<dc:creator><![CDATA[farshid]]></dc:creator>
				<category><![CDATA[Hardware]]></category>
		<category><![CDATA[Legacy]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[avatar]]></category>
		<category><![CDATA[Live Characters]]></category>
		<category><![CDATA[MotionBuilder]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/wordpress/?p=160</guid>
		<description><![CDATA[Autodesk MotionBuilder is a powerful character animation and motion editing tool. Live Characters is a connector product to Vizard that allows real-time stream of live actors into Vizard environments. This video tutorial will teach you how to retarget motion data from an animated actor to a character and then stream that data to Vizard. Key-points [&#8230;]]]></description>
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