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Scripts : crWireframeRenderSpeedy

A useful little script for assigning a ToonShader or ContourShader based wire-frame to selected objects in the scene. This Scripts is Based of my two tutorials, Rendering Wireframe Using Toon Shader Rendering Wireframe Using MentalRay ContourShader  Current Version 2.0 Features : A one click solution to wire-frame rendering. Can tweak wire-frame color and thickness. Holds […]


Anti-aliasing Filters & Sampling

All CGI images are made of fundamental building blocks called pixels. a pixel is the smallest breakdown of an image, and can only be made of one one color. When an image is rendered, the renderer needs to assign a single color to each pixel of the overall image depending on what object that pixel represents. This standard process brings up some problem as to what we call aliasing. where thin lines or diagonal lines are present in an image. To overcome this entire thing, we use a process called Anti-Aliasing. Here each pixel is multi-sampled i.e each pixel is broken down into multiples smaller parts which equals to more color information and then all the samples are averaged out using a Anti-alias filter, so as to obtain the final one color per pixel value.


Combine Toon Wireframe And Ambient Occlussion

People have continously kept asking me how Ive got the effect of rendering a wireframe over the ambient occlusion. and this is what this tutorial is all about.


Scripts : crMAPswitcher

A useful little script for easily converting and replacing your textures to .map files. Current Version 1.0 Just Source this script, it should open the crMAPswitcher Window. Can Convert any textures formats to a .map format. based either on selection or all the textures in scene. Automatically converts to .map file in background. Can switch […]


Scripts : crToonWireframeRen

A useful little script for assigning a toon based wireframe to selected objects in the scene.
This Scripts is Based of my Rendering Wireframe Using Toon Shader Tutorial


Ambient Occlusion – Using mib_amb_occlusion node

Occlusion is a fast and simple method to simulate the effects of global illumination. Ambient occlusion is most often calculated by casting rays in every direction from the surface. Rays which reach the background or “sky” increase the brightness of the surface, whereas a ray which hits any other object contributes no illumination. As a result, points surrounded by a large amount of geometry are rendered dark, where as points with little geometry on the visible hemisphere appear light. The soft appearance achieved by ambient occlusion alone is similar to the way an object appears on an overcast day. So what basically this shader does is try to re-create the effect of ambient occlussion. It is moderately low on render time, and has significant advantanges in the final look of an image. The mib_amb_occlusion node come with a variety of attributes to customize the final rendered AO image.


Scripts : crAssignID

A useful little script for giving objects in a maya scene id numbers (miLabel).
Current Version 1.0


Rendering Wireframe Using ToonShader

Well, everyone knows the old method of rendering wireframes in maya through vector rendering, and rendering creased line, one set back to that was that it would tend to render each quad divided into 2 tris.. Well my major problem was with maya 2008 64bit doesnt suport vector rendering plugins. 🙂 so i thought id try something new.. i mean there has to be another sollution out there.. hunted the net for sometime.. and came across this Highend Wireframe Tutorial, but in the modelling stage the model would not have UVs so this is not an efficient enough method, so after fidling around with the toon shader i gots it 🙂