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Mentalray Shaders and Notes
Writing mental ray shaders: Simplest Diffuse!
Writing mental ray shaders: Compiling
Writing mental ray shaders: UV Chooser
Writing mental ray shaders: Mosaic Tiles
Writing mental ray shaders: Texture Mapping
Writing mental ray shaders: Quantization Part I
Writing mental ray shaders: Quantization Part II
Writing mental ray shaders: UV as Colors
Writing mental ray shaders: Transparency
Writing mental ray shaders: Set Range Utility
Writing mental ray shaders: Z Depth Part II
Writing mental ray shaders: Z Depth Part I
Writing mental ray shaders: Normals as Colors Part II
Writing mental ray shaders: Normals as Colors Part I
Writing mental ray shaders: Introduction
Writing mental ray shaders: Facing Forward
Writing mental ray shaders: Color Balance
Writing mental ray shaders: Color Offset
Writing mental ray shaders: Color Gain
Phenomenon Shaders: Droplets
Making an Orange Shader, Shader Exercises
Shader TD and the look development process explained
Making a Grape Shader
building a zdepth shader tree


Renderman Shaders and Notes
Reflection SLBOX cheat
Character Shaders and Controlling SSS in Renderman/Slim
Scaling Normal Maps in Slim
elevation matte
substrate in rsl, version 3
Water droplets on surface
substrate in rsl, version 2
substrate in rsl, version 1
random snippets 01
desaturating individual color components
Graphearea, color coding shaders
shading normals
Cleaning graph layouts
texture, object, uniform mattes
overriding displacment
desaturating
Faking Parallax



Maya, Mel, and Misc Notes
Concave or convex angle? (Inside or Outside the Polygon)
Export/Import Shading Group Set Members
Random People Card
MentalRay Custom Color Buffer / Linear Work Flow
MentalRay Vs Renderman Shaders
Architectural Visualization: Concrete - Part I - Analysis
Architectural Visualization: Planks
Shader development notes #1
Invader Fractal


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