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        <dc:date>2010-10-24T22:34:27+01:00</dc:date>
        <title>3d_mask</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=3d_mask&amp;rev=1287952467&amp;do=diff</link>
        <description>Here the basic concept to mask in 3d.

Into a material or light shader:


	* Create a gizmo/locator node
	* Create an input node set to &quot;P&quot;
	* Create a binop node set to substract
	* Create a length node
	* Create a smoothstep node


Into the smoothstep node properties:</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-02-16T23:31:19+01:00</dc:date>
        <title>bake_3d</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=bake_3d&amp;rev=1329431479&amp;do=diff</link>
        <description>With this node, we can bake in point clouds any shading result we want and then re-use those point clouds in shaders. This is used in production to avoid the recomputation of an heavy process like the ambient occlusion without the need of st parameters on the primitives. It can also be used to blur a grainy shading result, like in this examples :</description>
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        <dc:date>2010-10-22T00:58:12+01:00</dc:date>
        <title>coloredshadows</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=coloredshadows&amp;rev=1287701892&amp;do=diff</link>
        <description>Here are various tips &amp; tricks

	*  Custom colored shadows
	*  Pseudo Light transmission</description>
    </item>
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        <dc:date>2010-10-21T23:02:42+01:00</dc:date>
        <title>customcoloredshadows</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=customcoloredshadows&amp;rev=1287694962&amp;do=diff</link>
        <description>[This article is adapted from a post of Gam on a 3dvf.com thread]



By default, Guerilla doesn't provide colored shadows yet.

Lights in Guerilla are shaders, so you can 'program' your lights and override their default behaviour, such as coloring shadows casted by any lights.



First of all, create a Spotlight from the library, then double-click the Spotlight shader in the browser (or drag it onto a shader editor or browser) to edit its shader. Inside the light shader, I did the following:</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2010-10-23T02:23:19+01:00</dc:date>
        <title>fake_caustic</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=fake_caustic&amp;rev=1287793399&amp;do=diff</link>
        <description>Edit in progress ...

Concept introduced in advanced renderman 3 Render harder.




[Fake caustic]</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-02-16T23:31:19+01:00</dc:date>
        <title>gamma_correction</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=gamma_correction&amp;rev=1329431479&amp;do=diff</link>
        <description>Working in a Gamma corrected pipeline is not a trivial issue. It induces a lot of side effects, especially in compositing, with not Gamma aware users and/or compositing tools. Most 3d and rendering packages are Gamma aware, but generally bypass the Gamma correction mechanisms so newcomers won't have the trouble of fully understanding the Gamma correction subtleties.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2010-10-23T11:17:19+01:00</dc:date>
        <title>gammapipeline</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=gammapipeline&amp;rev=1287825439&amp;do=diff</link>
        <description>This article explains how to composite images rendered with Guerilla with third party compositing softwares. Please note that this article is focused on dealing with Gamma correction. If you're not working in a Gamma corrected pipeline, this article is not useful to you.</description>
    </item>
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        <dc:date>2010-10-21T03:49:45+01:00</dc:date>
        <title>guerilla_standalone</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=guerilla_standalone&amp;rev=1287625785&amp;do=diff</link>
        <description>*  Compositing
	*  Lighting
	*  Shading
	*  Scripting
	*  UI
	*  Viewport</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=how_use_low_samples_raytracing_with_the_bake_3d_node&amp;rev=1287945645&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-24T20:40:45+01:00</dc:date>
        <title>how_use_low_samples_raytracing_with_the_bake_3d_node</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=how_use_low_samples_raytracing_with_the_bake_3d_node&amp;rev=1287945645&amp;do=diff</link>
        <description>Here is a little tip to see how we can use the bake 3D node.
Take a light, a square spotlight, or whatever you want, and set the Shadow mode to Raytrace, with few samples:

With = 15, Samples = 2



Notice the grainy aspect of the casted shadow. To alleviate this, we can add a Bake3d node:</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2010-10-22T03:27:10+01:00</dc:date>
        <title>input_node</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=input_node&amp;rev=1287710830&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=leafshader&amp;rev=1329431479&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-02-16T23:31:19+01:00</dc:date>
        <title>leafshader</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=leafshader&amp;rev=1329431479&amp;do=diff</link>
        <description>This article explains how to fake a translucent material whithout subsurface scaterring (sss).



In reality many materials are slightly translucent and sss would be the “most physically correct” solution to obtain a realistic result but in a 3d scene, SSS might sometimes be a bit like hammer to smash a fly, and we can efficiently fake this translucent effect with a very simple trick.</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=leafshader_shadows&amp;rev=1288177158&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-27T12:59:18+01:00</dc:date>
        <title>leafshader_shadows</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=leafshader_shadows&amp;rev=1288177158&amp;do=diff</link>
        <description>Intro:


This tutorial would beginning to answer about how to get sexy shadows,


for the introducted fake translucent material tutorial.



Setup the scene


Create a set with all the fake translucent objects, and, name it fakeSSS_set.


Remove these objects from casting shadows in the DefaultLighting.</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=light_transmission&amp;rev=1287708567&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-22T02:49:27+01:00</dc:date>
        <title>light_transmission</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=light_transmission&amp;rev=1287708567&amp;do=diff</link>
        <description>Introduction:



Light Transmission concept
For a transparent or translucent object there may be light sources behind the object so there is
transmitted or refracted light.There can be both diffuse refracted light, as in frosted glass,
and specular refracted light, as with clear glass or water.The modeling of translucent objects
with diffuse refracted light is difficult so we will only do specular refracted light.          
In scan line rendering we usually ignore refraction or the &quot;shifting&quot; ef…</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=lighting&amp;rev=1287701748&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-22T00:55:48+01:00</dc:date>
        <title>lighting</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=lighting&amp;rev=1287701748&amp;do=diff</link>
        <description>This is the area where you can explain some concept of Lighting.


	*  Lights
	*  light transmission
	*  Shadows</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=memoryusage&amp;rev=1321900253&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-21T19:30:53+01:00</dc:date>
        <title>memoryusage</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=memoryusage&amp;rev=1321900253&amp;do=diff</link>
        <description>Frame buffer


When rendering high number of outputs in layer with high sampling rate, the frame buffers can grow very rapidly, especially if you're rendering with translucent/transparent objects (hair, sprites.) To make it worse, stereo will double the frame buffer memory.</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=noise&amp;rev=1321367301&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-15T15:28:21+01:00</dc:date>
        <title>noise</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=noise&amp;rev=1321367301&amp;do=diff</link>
        <description>Sampling

Antialiasing - jaggy edges


When you notice flickering on the edges of object, it is probable that the sampling rate is too low.
In the properties of the rendered layer that causes noise, Render Settings &gt; Sampling, increase Sampling Width and Sampling Height.
6×6 can be considered a minimum for still production, but you can go much higher for animation production.</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=notrendering&amp;rev=1329431479&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-02-16T23:31:19+01:00</dc:date>
        <title>notrendering</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=notrendering&amp;rev=1329431479&amp;do=diff</link>
        <description>Nothing is rendered in the viewport when I Shift+Right button


Check the Render Selection button is turned off.

The layer is not rendering

	*  In the Render Passes, make sure the layer, render group and output are enabled -- and not frozen!
	*  Make sure the Near and Far planes are correctly set!
	*  Make sure you selected to correct camera in the layer
	*  Check something is connected in your layer/group/output (select the layer output, click the Primitives button in properties, and verify o…</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=p&amp;rev=1287628339&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-21T04:32:19+01:00</dc:date>
        <title>p</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=p&amp;rev=1287628339&amp;do=diff</link>
        <description>Introduction:

Calling variables &quot;P&quot;

From a Material or an Illuninance loop

From a light shader or an Illuminate loop

Modifying variables &quot;P&quot;

Space convertion

Displacement

Observations</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=predefined_variables&amp;rev=1287713105&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-22T04:05:05+01:00</dc:date>
        <title>predefined_variables</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=predefined_variables&amp;rev=1287713105&amp;do=diff</link>
        <description>During the shading process ,we always have to deal with Predefined Shader Variables .
It is important to understand the core concept of it.
Hopefully since Guerilla Render is a REYES ,you'll find a lot of documentations about these variables.
Most of these suite the “RiSpec” naming convention.</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=prepareasset&amp;rev=1287837160&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-23T14:32:40+01:00</dc:date>
        <title>prepareasset</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=prepareasset&amp;rev=1287837160&amp;do=diff</link>
        <description>WIP

This topic will give some guidelines on how to prepare an asset for exportation to Guerilla Render.

Asset stand for a character, a car, a set or any props that has its own Maya project and will be later referenced in other Maya projects.

WIP

- Tag the Rig and the Skeletons with the “Export Off” tag in the rig maya asset.
- Combine objects
- Set frame range to 1-1 in assets
- Don't use FreezeTransform on objects in the Anim asset stage, do it in the Char stage because it will change the s…</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=pseudo_light_transmission&amp;rev=1287713422&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-22T04:10:22+01:00</dc:date>
        <title>pseudo_light_transmission</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=pseudo_light_transmission&amp;rev=1287713422&amp;do=diff</link>
        <description>A user is currently editing this page, please leave it as it
Introduction:


Currently in Guerilla Render 0.9.58 beta, colored antialiased shadow is unavailable.

To achieve this kind of effect we have several ways.
It would be good for the user to understand the light transmission concept,but it is not required.</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=renderfarm&amp;rev=1303041669&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-04-17T14:01:09+01:00</dc:date>
        <title>renderfarm</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=renderfarm&amp;rev=1303041669&amp;do=diff</link>
        <description>Some resources to help to install the render farm and administrate the Guerilla Render computers.




A Windows BAT file to install and setup Guerilla and Coalition from the network :




REM install Guerilla in silent mode
&quot;\\server\deploy\Guerilla for Maya 2010 0.10.48 (64 bits).exe&quot; /S

REM set the registry with some options
regedit /s \\server\deploy\guerilla.reg 

REM install coalition in silent mode
\\server\deploy\Coalition-Win32-3.7.exe /S

REM disable the standby
powercfg /x /standby-ti…</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2010-10-21T02:53:31+01:00</dc:date>
        <title>shader_variables</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=shader_variables&amp;rev=1287622411&amp;do=diff</link>
        <description>*  Particles variables
	*  Predefined variables


FIXME</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=shading&amp;rev=1287630047&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-21T05:00:47+01:00</dc:date>
        <title>shading</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=shading&amp;rev=1287630047&amp;do=diff</link>
        <description>This is the area where you can explain some concept of shading.


	*  Arbitrary Output Variable AOV
	*  Functions
	*  Guerilla shading paradigm
	*  Illuminance loop
	*  Illuminate loop
	*  Material
	*  Message passing
	*  Nodes
	*  Point based
	*  Shader variables</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=shading_nodes&amp;rev=1287841287&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-23T15:41:27+01:00</dc:date>
        <title>shading_nodes</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=shading_nodes&amp;rev=1287841287&amp;do=diff</link>
        <description>This is the area where you can explain the nodes concept.


	*  Bake 3d
	*  BinOp
	*  Color
	*  Indirect diffuse
	*  Input
	*  Shadow
	*  SingleOp
	*  SL Box


FIXME feel free to complete the list</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=start&amp;rev=1321362760&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-15T14:12:40+01:00</dc:date>
        <title>start</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=start&amp;rev=1321362760&amp;do=diff</link>
        <description>This Wiki provides an alternative documentation open to the community.


	*  Videos
	*  Guerilla for maya
	*  Guerilla standalone
	*  Tips and Tricks
	*  Troubleshooting
	*  Tutorials
	*  Working with animations
	*  Renderfarm and administration tips</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=tips&amp;rev=1298905802&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-02-28T16:10:02+01:00</dc:date>
        <title>tips</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=tips&amp;rev=1298905802&amp;do=diff</link>
        <description>Here are various tips &amp; tricks


	*  3d masking
	*  How to have colored shadows
	*  Fake caustic
	*  how use low samples raytracing with the bake 3D node.
	*  how to select some texture using a pattern on the filename.</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=traceflicking&amp;rev=1321368314&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-15T15:45:14+01:00</dc:date>
        <title>traceflicking</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=traceflicking&amp;rev=1321368314&amp;do=diff</link>
        <description>Noisiness in raytracing


See Noise for a more detailed topic on noise.

Black patches


When experiencing black patches on objects, increase the ray offset for these objects. This is important especially for displaced geometry.


	*  in object properties, increase Raytracing &gt; Ray Offset</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=troubleshooting&amp;rev=1321900692&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-21T19:38:12+01:00</dc:date>
        <title>troubleshooting</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=troubleshooting&amp;rev=1321900692&amp;do=diff</link>
        <description>*  Not Rendering?
	*  Noise
	*  Raytrace flicking
	*  Memory Usage</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=tutorials&amp;rev=1287955630&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-24T23:27:10+01:00</dc:date>
        <title>tutorials</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=tutorials&amp;rev=1287955630&amp;do=diff</link>
        <description>*  Composite Guerilla gamma correct images
	*  Fake a translucent material without subsurface scattering
	*  Fake transmission shadows for fake translucent material
	*  Prepare an asset in Maya for exportation</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=user_interface&amp;rev=1287616003&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-21T01:06:43+01:00</dc:date>
        <title>user_interface</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=user_interface&amp;rev=1287616003&amp;do=diff</link>
        <description>This Wiki provides an alternative documentation open to the community.


	*  Browser
	*  Console
	*  Curves
	*  Library
	*  Linking
	*  Node list
	*  Node picker
	*  Properties
	*  Render passes
	*  Render view</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=videocamera&amp;rev=1329431479&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-02-16T23:31:19+01:00</dc:date>
        <title>videocamera</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=videocamera&amp;rev=1329431479&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=videolayer&amp;rev=1329431479&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-02-16T23:31:19+01:00</dc:date>
        <title>videolayer</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=videolayer&amp;rev=1329431479&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=videolayout&amp;rev=1329431479&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-02-16T23:31:19+01:00</dc:date>
        <title>videolayout</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=videolayout&amp;rev=1329431479&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=videolight&amp;rev=1329431479&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-02-16T23:31:19+01:00</dc:date>
        <title>videolight</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=videolight&amp;rev=1329431479&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=videomaterial&amp;rev=1287862846&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-23T21:40:46+01:00</dc:date>
        <title>videomaterial</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=videomaterial&amp;rev=1287862846&amp;do=diff</link>
        <description></description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=videos&amp;rev=1287862736&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-23T21:38:56+01:00</dc:date>
        <title>videos</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=videos&amp;rev=1287862736&amp;do=diff</link>
        <description>*  Managing the layout and the panels
	*  Using the materials
	*  Using the lights
	*  Using the cameras
	*  Using the layers
	*  Using the layers as texture targets</description>
    </item>
    <item rdf:about="http://www.guerillarender.com/wiki/doku.php?id=videotexturetarget&amp;rev=1329431479&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-02-16T23:31:19+01:00</dc:date>
        <title>videotexturetarget</title>
        <link>http://www.guerillarender.com/wiki/doku.php?id=videotexturetarget&amp;rev=1329431479&amp;do=diff</link>
        <description></description>
    </item>
</rdf:RDF>

