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<channel>
	<title>Keysnclicks</title>
	<atom:link href="http://www.keysnclicks.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.keysnclicks.com</link>
	<description>A Synthesis of Arts &#38; Technology</description>
	<lastBuildDate>Wed, 22 Feb 2012 12:38:41 +0000</lastBuildDate>
	<language>en</language>
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		<item>
		<title>Ford 1930 Model A Instruments</title>
		<link>http://www.keysnclicks.com/portfolio/ford-1930-model-a-instruments/</link>
		<comments>http://www.keysnclicks.com/portfolio/ford-1930-model-a-instruments/#comments</comments>
		<pubDate>Wed, 22 Feb 2012 10:43:53 +0000</pubDate>
		<dc:creator>keysnclicks</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[After Effects]]></category>
		<category><![CDATA[ford 1930 model A]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[photoshop]]></category>

		<guid isPermaLink="false">http://www.keysnclicks.com/?p=1333</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[]]></content:encoded>
			<wfw:commentRss>http://www.keysnclicks.com/portfolio/ford-1930-model-a-instruments/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Mars Rover</title>
		<link>http://www.keysnclicks.com/portfolio/mars-rover/</link>
		<comments>http://www.keysnclicks.com/portfolio/mars-rover/#comments</comments>
		<pubDate>Wed, 08 Feb 2012 22:24:10 +0000</pubDate>
		<dc:creator>keysnclicks</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[8mm]]></category>
		<category><![CDATA[feature displacement]]></category>
		<category><![CDATA[Mars]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[old film]]></category>

		<guid isPermaLink="false">http://www.keysnclicks.com/?p=1317</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[]]></content:encoded>
			<wfw:commentRss>http://www.keysnclicks.com/portfolio/mars-rover/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Feature displacement what?</title>
		<link>http://www.keysnclicks.com/tips/feature-displacement-what/</link>
		<comments>http://www.keysnclicks.com/tips/feature-displacement-what/#comments</comments>
		<pubDate>Wed, 08 Feb 2012 22:15:51 +0000</pubDate>
		<dc:creator>keysnclicks</dc:creator>
				<category><![CDATA[Tips]]></category>
		<category><![CDATA[8mm]]></category>
		<category><![CDATA[feature displacement]]></category>
		<category><![CDATA[Mars]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[old film]]></category>

		<guid isPermaLink="false">http://www.keysnclicks.com/?p=1308</guid>
		<description><![CDATA[<p>Many of you may be aware of this but for some it may be helpful someday. While working with displacement maps in Maya if at some point in time you need to see the actual displaced geometry in viewport then you can use convert "Displacement to Polygons" command found under Modify &#62; Convert &#62; Displacement to Polygons.</p>
<p>But this is not the purpose to write this post. Purpose is how can you control the details of the converted mesh. If you need to get a highly detailed displaced mesh then "Feature Displacement" feature comes handy.</p>
<p>Feature displacement section is found under shape node tab of the selected mesh in the attribute editor.  To increase the details of the resulting mesh you will set "Initial Sample Rate" to more than 6 which is default.</p>
<p><a rel="prettyPhoto[marsGal]" href="http://www.keysnclicks.com/blog/wp-content/uploads/2012/02/feature_displacement.jpg"><img class="alignnone  wp-image-1311" title="feature_displacement" src="http://www.keysnclicks.com/blog/wp-content/uploads/2012/02/feature_displacement.jpg" alt="" width="515" height="161" /></a></p>
<p><a rel="prettyPhoto[marsGal]" href="http://www.keysnclicks.com/blog/wp-content/uploads/2012/02/feature_displacement_comparison.jpg"><img class="alignnone size-full wp-image-1312" title="feature displacement comparison" src="http://www.keysnclicks.com/blog/wp-content/uploads/2012/02/feature_displacement_comparison.jpg" alt="" width="515" height="244" /></a></p>]]></description>
			<content:encoded><![CDATA[<p>Many of you may be aware of this but for some it may be helpful someday. While working with displacement maps in Maya if at some point in time you need to see the actual displaced geometry in viewport then you can use convert &#8220;Displacement to Polygons&#8221; command found under Modify &gt; Convert &gt; Displacement to Polygons.</p>
<p>But this is not the purpose to write this post. Purpose is how can you control the details of the converted mesh. If you need to get a highly detailed displaced mesh then &#8220;Feature Displacement&#8221; feature comes handy.</p>
<p>Feature displacement section is found under shape node tab of the selected mesh in the attribute editor.  To increase the details of the resulting mesh you will set &#8220;Initial Sample Rate&#8221; to more than 6 which is default.</p>
<p><a rel="prettyPhoto[marsGal]" href="http://www.keysnclicks.com/blog/wp-content/uploads/2012/02/feature_displacement.jpg"><img class="alignnone  wp-image-1311" title="feature_displacement" src="http://www.keysnclicks.com/blog/wp-content/uploads/2012/02/feature_displacement.jpg" alt="" width="515" height="161" /></a></p>
<p><a rel="prettyPhoto[marsGal]" href="http://www.keysnclicks.com/blog/wp-content/uploads/2012/02/feature_displacement_comparison.jpg"><img class="alignnone size-full wp-image-1312" title="feature displacement comparison" src="http://www.keysnclicks.com/blog/wp-content/uploads/2012/02/feature_displacement_comparison.jpg" alt="" width="515" height="244" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.keysnclicks.com/tips/feature-displacement-what/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Combined matte pass using writeToColorBuffer</title>
		<link>http://www.keysnclicks.com/tips/combined-matte-pass-using-writetocolorbuffer/</link>
		<comments>http://www.keysnclicks.com/tips/combined-matte-pass-using-writetocolorbuffer/#comments</comments>
		<pubDate>Tue, 07 Feb 2012 21:26:52 +0000</pubDate>
		<dc:creator>keysnclicks</dc:creator>
				<category><![CDATA[Tips]]></category>
		<category><![CDATA[JS_MultiLayers]]></category>
		<category><![CDATA[matte pass]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[Mental Ray]]></category>
		<category><![CDATA[writeToColorBuffer]]></category>

		<guid isPermaLink="false">http://www.keysnclicks.com/?p=1256</guid>
		<description><![CDATA[<p>Here's a way to output single matte pass for multiple objects/shaders using writeToColorBuffer node in Mental Ray. This is handy in situations when you want a combined matte pass for various shaders applied to multiple objects. For e.g: say you have a room where roof comprises of various elements like main roof, fan lights, false ceiling boards etc. Now to separate the complete roof in composite you would want a single matte pass but writeToColorBuffer node takes only single shader as an input.</p>
<p> <a title="JS_MultiLayer" href="http://www.keysnclicks.com/tips/layering-multiple-shaders-in-maya-mental-ray/" target="_blank">JS_MultiLayer</a> shader from Jan Sandstörm comes handy in such situations as it allow us to layer multiple shaders. Once we combine all shaders we then feed it to writeToColorBuffer.</p>
<p>There is one more step to do before we can get the combined matte pass. WriteToColorBuffer works for shaders which are applied to objects in the scene but if we apply the combined JS_Multilayer shader to objects then we may not get other required passes like color, master beauty etc. as we want them. So rather than applying the JS_Multilayer shader to objects in scene we plug it in the "shading group" of the shaders for which we need the combined matte pass. Dont worry if you dont understand what this means as I have attached a scene file so you can have a look at the connections.</p>
<p>One thing I noticed is this procedure works better with mia_x, mia_x_passes and JS_Multilayer but somehow doesn't give needed results with Maya shaders like Lambert, Blin etc.</p>
<p><span style="background-color: #454545; color: #ffffff;"><a href="http://www.keysnclicks.com/blog/wp-content/uploads/2012/02/writeToColorBuffer_multiObject_keysnclicks.com_.zip"><span style="background-color: #454545; color: #ffffff;">Download scene file</span></a></span></p>]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a way to output single matte pass for multiple objects/shaders using writeToColorBuffer node in Mental Ray. This is handy in situations when you want a combined matte pass for various shaders applied to multiple objects. For e.g: say you have a room where roof comprises of various elements like main roof, fan lights, false ceiling boards etc. Now to separate the complete roof in composite you would want a single matte pass but writeToColorBuffer node takes only single shader as an input.</p>
<p> <a title="JS_MultiLayer" href="http://www.keysnclicks.com/tips/layering-multiple-shaders-in-maya-mental-ray/" target="_blank">JS_MultiLayer</a> shader from Jan Sandstörm comes handy in such situations as it allow us to layer multiple shaders. Once we combine all shaders we then feed it to writeToColorBuffer.</p>
<p>There is one more step to do before we can get the combined matte pass. WriteToColorBuffer works for shaders which are applied to objects in the scene but if we apply the combined JS_Multilayer shader to objects then we may not get other required passes like color, master beauty etc. as we want them. So rather than applying the JS_Multilayer shader to objects in scene we plug it in the &#8220;shading group&#8221; of the shaders for which we need the combined matte pass. Dont worry if you dont understand what this means as I have attached a scene file so you can have a look at the connections.</p>
<p>One thing I noticed is this procedure works better with mia_x, mia_x_passes and JS_Multilayer but somehow doesn&#8217;t give needed results with Maya shaders like Lambert, Blin etc.</p>
<p><span style="background-color: #454545; color: #ffffff;"><a href="http://www.keysnclicks.com/blog/wp-content/uploads/2012/02/writeToColorBuffer_multiObject_keysnclicks.com_.zip"><span style="background-color: #454545; color: #ffffff;">Download scene file</span></a></span></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Get selection&#8217;s shader</title>
		<link>http://www.keysnclicks.com/tips/get-selections-shader/</link>
		<comments>http://www.keysnclicks.com/tips/get-selections-shader/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 12:07:41 +0000</pubDate>
		<dc:creator>keysnclicks</dc:creator>
				<category><![CDATA[Tips]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[MEL]]></category>

		<guid isPermaLink="false">http://www.keysnclicks.com/?p=1280</guid>
		<description><![CDATA[<p>There are times when you want to quickly select the shader applied to the selected object rather than switching between various tabs in the Attribute Editor or going through the numerous shaders in the Hypershade. You can use the following mel script to automate this task.</p>
[cpp]

string $shaderName[] = stringArrayRemoveDuplicates(
     ls(&#34;-mat&#34;, listConnections( listConnections(&#34;-type&#34;,&#34;shadingEngine&#34;,`ls -sl -o -dag -s`))
   )
);
select -r $shaderName[0];

[/cpp]
<p>We are using an Array ( $matName[] ) here so that we can select the first shader returned from the list of multiple shaders (just in case) applied to one object.
<p/>
<p><strong>stringArrayRemoveDuplicates </strong>remove all duplicate items from a string array. There will be only one occurrence of each string item in the returned string array. </p>

<br/><br/>]]></description>
			<content:encoded><![CDATA[<p>There are times when you want to quickly select the shader applied to the selected object rather than switching between various tabs in the Attribute Editor or going through the numerous shaders in the Hypershade. You can use the following mel script to automate this task.</p>
<pre class="brush: cpp; title: ; notranslate">

string $shaderName[] = stringArrayRemoveDuplicates(
     ls(&quot;-mat&quot;, listConnections( listConnections(&quot;-type&quot;,&quot;shadingEngine&quot;,`ls -sl -o -dag -s`))
   )
);
select -r $shaderName[0];

</pre>
<p>We are using an Array ( $matName[] ) here so that we can select the first shader returned from the list of multiple shaders (just in case) applied to one object.
<p/>
<p><strong>stringArrayRemoveDuplicates </strong>remove all duplicate items from a string array. There will be only one occurrence of each string item in the returned string array. </p>

<br/><br/>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Hi Honey Willie</title>
		<link>http://www.keysnclicks.com/portfolio/hi-honey-willie/</link>
		<comments>http://www.keysnclicks.com/portfolio/hi-honey-willie/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 07:59:43 +0000</pubDate>
		<dc:creator>keysnclicks</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[After Effects]]></category>
		<category><![CDATA[funny]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[Mental Ray]]></category>
		<category><![CDATA[short film]]></category>

		<guid isPermaLink="false">http://www.keysnclicks.com/?p=1272</guid>
		<description><![CDATA[<p>A funny short film with diverse characters and a suspense...</p>]]></description>
			<content:encoded><![CDATA[
<p>A funny short film with diverse characters and a suspense&#8230;</p>
]]></content:encoded>
			<wfw:commentRss>http://www.keysnclicks.com/portfolio/hi-honey-willie/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Layering multiple shaders in Maya Mental Ray</title>
		<link>http://www.keysnclicks.com/tips/layering-multiple-shaders-in-maya-mental-ray/</link>
		<comments>http://www.keysnclicks.com/tips/layering-multiple-shaders-in-maya-mental-ray/#comments</comments>
		<pubDate>Sun, 15 Jan 2012 06:22:11 +0000</pubDate>
		<dc:creator>keysnclicks</dc:creator>
				<category><![CDATA[Tips]]></category>
		<category><![CDATA[JS_MultiLayers]]></category>
		<category><![CDATA[maya 2011]]></category>
		<category><![CDATA[Mental Ray]]></category>
		<category><![CDATA[mix20Layer]]></category>
		<category><![CDATA[x64 windows]]></category>

		<guid isPermaLink="false">http://www.keysnclicks.com/?p=1241</guid>
		<description><![CDATA[<p>Yet another post about compositing or layering multiple Mental ray shaders in Maya. Sometime back I posted about mix20Layer shader which you can use to layer up to 20 Mental ray shaders but later I found it isn't working on 64 bit Windows. It will install and be accessible in Maya but as soon as you apply it to an object and hit render, Maya will crash.</p>
<p>So as an alternative, I found another shader named <a title="Download JS_MultiLayer" href="http://www.pixero.com/downloads_maya.html" target="_blank">JS_MultiLayers</a> from the same author, Jan Sandstörm and this one is even better as it provides you with 30 layers and Photoshop like blend modes(Add, Screen, Multiply etc.).</p>
<p>This shader can come handy in many situations like adding separate specular shader  for more control, above SSS shader or creating a Satin shader by layering 2 mia_material, one for the base diffused speculars and one for the shine ( as seen in the image above - a still from my company short film "Hi Honey").</p>
<p><img class="alignnone size-full wp-image-1242" title="JS_MultiLayers blend modes" src="http://www.keysnclicks.com/blog/wp-content/uploads/2012/01/JS_MultiLayers_blend_modes.jpg" alt="" width="515" height="345" /></p>]]></description>
			<content:encoded><![CDATA[
<p>Yet another post about compositing or layering multiple Mental ray shaders in Maya. Sometime back I posted about mix20Layer shader which you can use to layer up to 20 Mental ray shaders but later I found it isn&#8217;t working on 64 bit Windows. It will install and be accessible in Maya but as soon as you apply it to an object and hit render, Maya will crash.</p>
<p>So as an alternative, I found another shader named <a title="Download JS_MultiLayer" href="http://www.pixero.com/downloads_maya.html" target="_blank">JS_MultiLayers</a> from the same author, Jan Sandstörm and this one is even better as it provides you with 30 layers and Photoshop like blend modes(Add, Screen, Multiply etc.).</p>
<p>This shader can come handy in many situations like adding separate specular shader  for more control, above SSS shader or creating a Satin shader by layering 2 mia_material, one for the base diffused speculars and one for the shine ( as seen in the image above &#8211; a still from my company short film &#8220;Hi Honey&#8221;).</p>
<p><img class="alignnone size-full wp-image-1242" title="JS_MultiLayers blend modes" src="http://www.keysnclicks.com/blog/wp-content/uploads/2012/01/JS_MultiLayers_blend_modes.jpg" alt="" width="515" height="345" /></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Maya 2011 &amp; mix20Layer shader</title>
		<link>http://www.keysnclicks.com/tips/maya-2011-mix20layer-shader/</link>
		<comments>http://www.keysnclicks.com/tips/maya-2011-mix20layer-shader/#comments</comments>
		<pubDate>Tue, 15 Nov 2011 17:45:47 +0000</pubDate>
		<dc:creator>keysnclicks</dc:creator>
				<category><![CDATA[Tips]]></category>

		<guid isPermaLink="false">http://www.keysnclicks.com/?p=1227</guid>
		<description><![CDATA[<p>If you have tried using <a title="mix20Layer shader by pixero" href="http://www.pixero.com/downloads_mr.html" target="_blank">mix20Layer</a> or mix8Layer shader in Maya 2011 then may be you have also encountered this problem.</p>
<p>If you just drag and drop other Mentalray shaders like mia_material_x onto mix20Layer color slot, then the connection editor opens up rather than the connection being made.</p>
<p>If this happens then you can manually make the following connection using the Connection Editor.</p>
<p>resultR -&#62; f_colorLayer_0R</p>
<p>resultG -&#62; f_colorLayer_0G</p>
<p>resultB -&#62; f_colorLayer_0B</p>]]></description>
			<content:encoded><![CDATA[
<p>If you have tried using <a title="mix20Layer shader by pixero" href="http://www.pixero.com/downloads_mr.html" target="_blank">mix20Layer</a> or mix8Layer shader in Maya 2011 then may be you have also encountered this problem.</p>
<p>If you just drag and drop other Mentalray shaders like mia_material_x onto mix20Layer color slot, then the connection editor opens up rather than the connection being made.</p>
<p>If this happens then you can manually make the following connection using the Connection Editor.</p>
<p>resultR -&gt; f_colorLayer_0R</p>
<p>resultG -&gt; f_colorLayer_0G</p>
<p>resultB -&gt; f_colorLayer_0B</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Maruti Suzuki Swift &#8211; Stereoscopic</title>
		<link>http://www.keysnclicks.com/portfolio/maruti-suzuki-swift-anaglyph-stereoscopic/</link>
		<comments>http://www.keysnclicks.com/portfolio/maruti-suzuki-swift-anaglyph-stereoscopic/#comments</comments>
		<pubDate>Wed, 19 Oct 2011 04:41:20 +0000</pubDate>
		<dc:creator>keysnclicks</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[R&D]]></category>
		<category><![CDATA[anaglyph]]></category>
		<category><![CDATA[maruti]]></category>
		<category><![CDATA[stereoscopic]]></category>
		<category><![CDATA[suzuki]]></category>
		<category><![CDATA[swift]]></category>

		<guid isPermaLink="false">http://www.keysnclicks.com/?p=1198</guid>
		<description><![CDATA[<p>This is a 30 sec Anaglyph Stereoscopic animated short for <a title="Maruti Suzuki Website" href="http://www.marutisuzuki.com/" target="_blank">Maruti Suzuki</a>. The shot was animated and rendered in Maya &#38; composited in After Effects. You will need the anaglyph glasses to view the stereo effect in the video.<br /> Click on images below for large size.</p>
<p><a href="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/maruti_suzuki_swift_front.jpg" rel="prettyPhoto[swift_gallery]"><img class="alignnone size-full wp-image-1202" title="maruti_suzuki_swift_front" src="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/maruti_suzuki_swift_front.jpg" alt="" width="515" height="290" /></a> <a href="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/maruti_suzuki_swift_front_2.jpg" rel="prettyPhoto[swift_gallery]"><img class="alignnone size-full wp-image-1203" title="maruti_suzuki_swift_front_2" src="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/maruti_suzuki_swift_front_2.jpg" alt="" width="515" height="290" /></a> <a href="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/swift_back.jpg" rel="prettyPhoto[swift_gallery]"><img class="alignnone size-full wp-image-1204" title="swift_back" src="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/swift_back.jpg" alt="" width="515" height="290" /></a> <a href="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/swift_closeup.jpg" rel="prettyPhoto[swift_gallery]"><img class="alignnone size-full wp-image-1205" title="swift_closeup" src="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/swift_closeup.jpg" alt="" width="515" height="290" /></a> <a href="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/swift_side.jpg" rel="prettyPhoto[swift_gallery]"><img class="alignnone size-full wp-image-1206" title="swift_side" src="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/swift_side.jpg" alt="" width="515" height="290" /></a></p>]]></description>
			<content:encoded><![CDATA[
<p>This is a 30 sec Anaglyph Stereoscopic animated short for <a title="Maruti Suzuki Website" href="http://www.marutisuzuki.com/" target="_blank">Maruti Suzuki</a>. The shot was animated and rendered in Maya &amp; composited in After Effects. You will need the anaglyph glasses to view the stereo effect in the video.<br /> Click on images below for large size.</p>
<p><a href="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/maruti_suzuki_swift_front.jpg" rel="prettyPhoto[swift_gallery]"><img class="alignnone size-full wp-image-1202" title="maruti_suzuki_swift_front" src="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/maruti_suzuki_swift_front.jpg" alt="" width="515" height="290" /></a> <a href="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/maruti_suzuki_swift_front_2.jpg" rel="prettyPhoto[swift_gallery]"><img class="alignnone size-full wp-image-1203" title="maruti_suzuki_swift_front_2" src="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/maruti_suzuki_swift_front_2.jpg" alt="" width="515" height="290" /></a> <a href="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/swift_back.jpg" rel="prettyPhoto[swift_gallery]"><img class="alignnone size-full wp-image-1204" title="swift_back" src="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/swift_back.jpg" alt="" width="515" height="290" /></a> <a href="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/swift_closeup.jpg" rel="prettyPhoto[swift_gallery]"><img class="alignnone size-full wp-image-1205" title="swift_closeup" src="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/swift_closeup.jpg" alt="" width="515" height="290" /></a> <a href="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/swift_side.jpg" rel="prettyPhoto[swift_gallery]"><img class="alignnone size-full wp-image-1206" title="swift_side" src="http://www.keysnclicks.com/blog/wp-content/uploads/2011/10/swift_side.jpg" alt="" width="515" height="290" /></a></p>
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		<title>Maya 2012 win7 x64 vector render problem</title>
		<link>http://www.keysnclicks.com/tips/maya-2012-win7-x64-vector-render-problem/</link>
		<comments>http://www.keysnclicks.com/tips/maya-2012-win7-x64-vector-render-problem/#comments</comments>
		<pubDate>Sun, 11 Sep 2011 11:31:42 +0000</pubDate>
		<dc:creator>keysnclicks</dc:creator>
				<category><![CDATA[Tips]]></category>

		<guid isPermaLink="false">http://www.keysnclicks.com/?p=1181</guid>
		<description><![CDATA[<p>Recently while working with Ravix Vector Renderer for Maya 2011 and 2012 on x64 bit Windows 7, I face a problem where Maya renders fine in the Render View but not in Batch Mode. After many hit and trials I eventually end up using the mel command which initiate the vector render.</p>
<p>This is not a fix but an alternative to get things done. When you run the below mentioned mel command it will proceed the timeline frame by frame and will save the resulting rendered animation in a SWF file and this is what the Batch render command would do if it worked.</p>
[cpp]vectorize -if swf 
    -w 760 -h 468 -dl 0 -ct 9.6 -scf 1 
    -ro Safe -fs SingleColor -es Outline 
    -sb -sh -ec 0 0 0 -ew 0 -oai 1 
    -fv 5 
    -sf 1 -ef 23
    -bf 1 -fr 24 
    -imageFormat swf -ff &#34;filename.ext&#34;;[/cpp]
<p>Command options like -w(width) -h(height) -sf(start frame) -ef(end frame) and the others are explained in detail in Maya help.</p>]]></description>
			<content:encoded><![CDATA[<p>Recently while working with Ravix Vector Renderer for Maya 2011 and 2012 on x64 bit Windows 7, I face a problem where Maya renders fine in the Render View but not in Batch Mode. After many hit and trials I eventually end up using the mel command which initiate the vector render.</p>
<p>This is not a fix but an alternative to get things done. When you run the below mentioned mel command it will proceed the timeline frame by frame and will save the resulting rendered animation in a SWF file and this is what the Batch render command would do if it worked.</p>
<pre class="brush: cpp; title: ; notranslate">vectorize -if swf 
    -w 760 -h 468 -dl 0 -ct 9.6 -scf 1 
    -ro Safe -fs SingleColor -es Outline 
    -sb -sh -ec 0 0 0 -ew 0 -oai 1 
    -fv 5 
    -sf 1 -ef 23
    -bf 1 -fr 24 
    -imageFormat swf -ff &quot;filename.ext&quot;;</pre>
<p>Command options like -w(width) -h(height) -sf(start frame) -ef(end frame) and the others are explained in detail in Maya help.</p>
]]></content:encoded>
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