We still have offset audio, one camera is slightly out of focus and Mo starts requiring a haircut, but on the plus side we discuss our weird origin story in terms of apps and tools we used. To at some point in the future arrive […]
All Posts tagged “ray”
Sloppy Unreal 02: Setting Up Raytracing & Generating Normal Maps In Houdini
Part two of working sloppily in Unreal covers setting up raytracing and materials. Also we’ll tackle the generation of normal maps from a grayscale image in Houdini, talk a bit about different approximations for the Fresnel term and finally poke around in Unreal’s console in […]
Rendering 101 pt. 11: Basic Setup – Arnold
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Rendering 101 pt. 10: Basic Setup – RenderMan
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Rendering 101 pt. 1: Theory – Raytracing, Pathtracing & Monte Carlo
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